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[tool] Armored arcane casting for your npc/kit/etc. mod

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I've made a pretty simple system for armored spellcasting, and now it is portable, able to be dropped into any mod and used without much fuss. The library can be found here. - click "source code (zip)" to download it. Unzip/decompress it, and within the archive you will find a folder named "d5_armored_casting" and inside that folder are 11 files.

WHAT THIS DOES:

It is basically for arcane casters: mages, sorcerers, bards, and multiclass mages. With this library you can selectively allow a class, kit, or creature to cast wizard spells in light armor (armors that use the "leather" appearance, such as leather, studded, and hide), medium armor (those that use the "chain" appearance, such as chain and splint mail), and heavy armor (those that use the "plate" appearance such as plate and full plate).

HOW TO USE THIS IN YOUR MOD:

1) In your mod folder, have a folder called "/lib" - either you already have such a folder, or if not, create one. Now, drop the "d5_armored_casting" folder inside that "lib" folder.

2) Now, somewhere early in your mod's Weidu code, paste this:
  INCLUDE ~%MOD_FOLDER%/lib/d5_armored_casting/d5_armored_casting.tpa~
LAM D5_ARMORED_CASTING
3) Now the armored casting system is installed! And you simply need to apply it to your kit or creature. For a kit, it only takes three lines of code. After the ADD_KIT function, let's say your kit's "CLAB" table is called "mykit.2da." Apply the armored casting ability to your kit like so:
ACTION_IF FILE_EXISTS_IN_GAME ~d5_armcast.d5~ BEGIN
APPEND ~mykit.2da~ ~ARMCAST AP_D5ARCA1 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ~
END
"D5ARCA1" allows you to cast arcane spells in light armors; "D5ARCA2" allows you to cast spells in light and medium armors; and "D5ARCA3" allows you to cast spells in any armor.

You can apply one of those spells at any given level; or you can apply them progressively, allowing your kit to cast arcane spells in heavier and heavier armor as you gain experience; you can put AP_D5ARCAx into an HLA table to make it a high-level ability; etc. Sky's the limit, it should take a maximum of 5 lines of code. :smile:

You can apply this to a particular creature as well; let's say you want to make the Silke battle more difficult by putting her in plate mail. You can give her the ability to cast spells in such armor with this:
ACTION_IF FILE_EXISTS_IN_GAME ~silke.cre~ BEGIN
COPY_EXISTING ~silke.cre~ ~override~
LPF ADD_CRE_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5arcal~ END
LPF ADD_CRE_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5arcac~ END
LPF ADD_CRE_EFFECT INT_VAR opcode = 206 target = 1 parameter1 = (0 - 1) timing = 9 STR_VAR resource = ~d5arcap~ END
BUT_ONLY
END
"d5arcaL" is for leather armors, "d5arcaC" is for chain armors, and "d5arcaP" is for plate armors. Giving the NPC 206 protection against all three enables them to cast spells in all three categories of armor.

Finally, you can enable an entire class or kit or other category of creature (anything targetable by opcode 177) to cast arcane spells in armor, with the following code:
COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~
PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
READ_SHORT 0x1c type
READ_LONG 0x22 appearance
PATCH_IF (type = 2) BEGIN // armor
PATCH_IF (appearance = 16690) BEGIN // leather appearance
LPF ADD_ITEM_EQEFFECT INT_VAR insert_point = 0 opcode = 177 parameter1 = 5 parameter2 = 5 timing = 2 STR_VAR resource = ~d5arca1~ END
END
// PATCH_IF (appearance = 16691) BEGIN // chain appearance
// LPF ADD_ITEM_EQEFFECT INT_VAR insert_point = 0 opcode = 177 parameter1 = 5 parameter2 = 5 timing = 2 STR_VAR resource = ~d5arca2~ END
// END
// PATCH_IF (appearance = 16692) BEGIN // plate appearance
// LPF ADD_ITEM_EQEFFECT INT_VAR insert_point = 0 opcode = 177 parameter1 = 5 parameter2 = 5 timing = 2 STR_VAR resource = ~d5arca3~ END
// END
END
END
BUT_ONLY
This is how Might & Guile lets bards cast in leather armor. Notably, this will apply universally, even to mods/kits/etc. installed after yours. "Parameter2 = 5" means filter by class, and "parameter1 = 5" means apply this to bards. You can change those to other values usable with opcode 177, as you see fit. And to enable casting in heavier armors just delete the double-slashes (" // ") from the lines for those heavier armors.

COMPATIBILITY:

This armored casting system is not compatible with the armored casting systems in Item Revisions or Tweaks Anthology, because those are different ways to achieve something similar.

But, this function is compatible with itself; what I mean by that is, multiple mods can use this and run the function, and they will all be compatible with each other. It is currently in use in Might & Guile to allow bards to cast spells in leather armor; and it will probably be in Tome & Blood v0.8+ to allow the Magus sorcerer kit to cast in armor. There is no need to reinvent the wheel with every new mod that wants to have armored casting, and worry about incompatibility with others. Anyone should be able to literally drop this into their mod and enable it with a couple copy/pasted lines of code. :smiley:

Cheers!

Better Enchanted Weapon

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This mod makes Enchanted Weapon scale with levels. Now it grants an enchantment bonus equal to the caster's level divided by 4. A sufficiently high-level spellcaster can now let a fighter hit Kangaxx with their bare fists, if for some reason you ever wanted to.

You can still use it to help you hit Belhifet in SoD, if you put the Robe of Minor Arcana from Porios on a level 11 spellcaster so you get the level 12 Enchanted Weapon that grants a +3 enchantment.

[MOD] Golem Construction for Spellcasters

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Golem Construction for Spellcasters
A mod for BG:EE (with or without SoD), BG2:EE, EET (Enhanced Edition Trilogy) and IWD:EE.

Download latest release (25 MB)


You can encounter a great number of golems of various types throughout the game. They are strong, resistant, and utterly loyal to their master. Unfortunately they are mostly hostile towards you.

This mod makes an attempt to change it. It scatters a number of tomes across Faerûn containing the secret knowledge of how to construct golems. Reading these books allows you to build golems by yourself, provided you have enough experience, and all the required materials at hand. Only characters knowledgeable in the arcane arts are able to understand the complex theories behind the golem construction.

Golems can exist for a virtually unlimited time, or until destroyed. They can travel with the party all over the world and follow the commands of their master unconditionally.

The main component of the mod installs the "Manual of Golem Building" which comes in six volumes and can be found all over Faerûn. Each tome teaches you to build a different type of golem.

There are also rumors about a "Secret Manual of Golem Building" which teaches you to construct various exotic golem types.

Optional Tweaks include:
  1. Replace original Golem Manual: Replaces the now obsolete original Golem Manual with items related to this mod.
  2. Improve enemy spellcaster AI: Enemy mages and priests attempt to use more effective spells against golems.
  3. Golems for enemy spellcasters: Enemy mages may be accompanied by one or more golem servants.
  4. Greater variety of enemy golem types: Enemy golems will come in greater variety. Some fights may become more difficult because of it.
  5. Fighter Stronghold golems may continue to serve you: One or more golems that survived the siege may serve you if you accept de'Arnise Keep as your stronghold.
  6. Make golems vulnerable to specific spell effects: A number of spells can (positively or negatively) affect golems of certain golem types.
  7. Reduce weapon immunities and resistances for constructed golems: Nerfs constructed golems, so that more opponents have a realistic chance to defeat them.
  8. Identify all mod items: Identifies all items that are installed by this mod, which includes Golem Building Manuals as well as a number of special ingredients for building perfect golem variants.
  9. Add "Teleport" ability to golems: Adds the "Teleport" ability to all of your golem followers. It allows golems to jump to a party member in visual range instantly, but can only be used when no enemies are in sight.

Golem types taught by the Manuals of Golem Building:

1. Flesh Golems in lesser, regular, greater and perfect variants.


2. Clay Golems in lesser, regular, greater and perfect variants.


3. Stone Golems in lesser, regular, greater and perfect variants.


4. Iron Golems in lesser, regular, greater and perfect variants.


5. Mithral Golems in lesser, regular, greater and perfect variants.


6. Adamantite Golems in lesser, regular, greater and perfect variants.


Golem types taught by the Secret Manuals of Golem Building:



Golems that can be commissioned during the BG1 part of the game:



The construction of golems takes time and has to be done in places with the right equipment. Golem may follow simple commands. You can instruct them to follow each of your command obediently, attack opponents by their own or guard a certain position passively or actively.

More details about the golems, the requirements to build them, their stats, traits and abilities can be found in the mod's readme.

Important: BG:EE and BG2:EE must be patched to v2.0 or higher to install this mod. IWD:EE must be patched to v1.4 or higher to install this mod.

[v0.1] Warlock Mod

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This mod adds my version of the Warlock as a kit/pseudo-unique class.

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

Description:
WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses hus soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.

CLASS FEATURES:

– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.

ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.

As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.

– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.

– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6

Invocations:
LEAST
Beguiling Influence
Dark One's Own Luck
Draining Blast
Frightful Blast
Darkness
Entropic Warding
Leaps and Bounds
See the Unseen

LESSER
Eldritch Chain
Beshadowed Blast
Brimstone Blast
Hellrime Blast
Charm
Curse of Despair
Dread Seizure
Flee the Scene - pnp version (teleport + 1 round mislead)
The Dead Walk
Voracious Dispelling
Walk Unseen

GREATER
Bewitching Blast
Electrifying Blast - replaces Hindering Blast
Noxious Blast
Vitriolic Blast
Chilling Tentacles
Devour Magic
Tenacious Plague
Wall of Perilous Flame

DARK
Binding Blast
Utterdark Blast
Dark Foresight
Retributive Invisibility
Word of Changing

HLAs:

Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +20 Luck and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.

Notes:
  • The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
  • You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
  • The warlock can use invocations while wearing armor.
  • The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
  • You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
  • The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
  • Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
  • The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
  • The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
  • Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
  • I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.

Version 4 of Tweaks Anthology Now Available

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

Version 4 Changelog

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

[MOD] 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.

[MOD LIST] Mods by Artemius_I

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Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
  • My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
  • I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
  • I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
  • Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
  • Link to my mod site: https://artisans-corner.com/

NPC MODS

Sirene - BG:EE, SoD, BG2:EE

A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.

Drake - BG:EE, SoD

A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.

Pai'Na - BG2:EE

A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.

Aura - BG:EE, SoD

A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.

NPC-RELATED MODS

True Berserker Minsc

A custom-designed berserker/ranger hybrid kit for Minsc, giving him a more specialized role.

KIT MODS

Bardic Wonders

Adds four new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.

Way of the Assassin

A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.

Arcane Archer

A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

An implementation of the 3e warlock as a semi-unique class.

ITEM MODS

Useful Plot Items

Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm III

SPELL MODS

Shadow Magic

Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.

TWEAK MODS

Convenience Tweaks for BG1

A very simple mod that adds new dialogue options in BG1 for the sake of convenience. Removes the need to sacrifice a party member to Shoal, adds a new NPC in place of Officer Vai for selling bandit scalps and allows Brage to wait before transporting the party to Nashkel.
NEW - This mod, now renamed, has been updated to include some non-dialogue based tweaks that should still nonetheless be convenient.

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.

[Tool] QDMULTI: A Library for Multiclass Kits

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

The newest version of this library is available on GitHub.

Background

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

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

Usage

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

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

Limitations

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

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

Applications

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

QDMULTI in Action

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

Permissions and Support

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

Mod for items that change stats

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Maybe im just confused, but Im sure at some point, a few years ago, I had installed a mod that changed items that set stats to a specific value (18 usually) to a +1 or +2 bonus to the stat instead. Does such a mod exist or is my memory playing tricks one me?

[mod] Eilistraee's Song

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Eilistraee's Song is a project, which expands the plot of Eilistraee - the deity of drows that rebelled against Lolth the Spider Queen. Eilistraee is actually mentioned in original BG2:SoA by Solaufein after we decide to let him go, but still players were never allowed to get know the full tale.
This mods adds content for players who decided to spare Solaufein's life and let him escape. That means that your decision in Underdark actually has a consequence in the later game. I think it's a pity in original BG2 your decisions in Ust Natha don't really matter in the later chapters. When Solaufein returns to you later, after escaping Ust Natha, he tells you how grateful he is. Eye for an eye, and friendly arm for a friendly arm - he tells you about a new place, where you can ask for help with getting your soul back.
Mod includes 6 new areas, 21 new items (2 of those are available through Cromwell) and obviously some new quests - it's up to you if you wish to complete them or focus on real quests and get your soul back. On the areas you may hear new music themes.
Also, there is a new kit available by completing one of minor quests, although there are some requirements (female, cleric - baseclass, multi- or dualclassed, non-evil character, elf or half-elf). Yes, it's a bit harsh, but that's what the D&D book says.

Installation:

-This mod is a WeiDU mod, so you can install it as any other WeiDU mod. Unzip the archive to your Baldur's Gate 2 directory and run Setup-Eilistraee.exe
-Note that this mod requires BG2:ToB installed!
-Mod is compatible with Solaufein NPC
-If you're using BG2EE START A NEW GAME to find the clearing on the map.


SHS THREAD WITH DOWNLOAD LINK

Beginning again after a two-year layoff

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I'm wanting to get back into it... I finished a completionist, no-reload of BG and BGII in August 2015 and haven't played since.

So, my disk drive isn't working, meaning I can't use my heavily modded BG Tutu and BGII SoA/ToB games. Until I can get a new disk or laptop... a priority, I guess I'll play BGEE/BGIIEE. I've had them since they came out but never really played them, preferring my own, personally modded versions.

So, I need help. I see the modding posts, but can't find the single repository of all mods available, to date, for BGEE and BGEEII. Can someone point me to them?

Also, I assume I can use the BGT install guide/order is also relevant to EE mods?

Thanks. I know this is a tired old question.

More Scrolls For Icewind Dale

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Mages have always had it rough in Icewind Dale. Scrolls are extremely scarce (to the extent that there's only a single copy of many scrolls in the game) and the higher-level scrolls are only available late in the game. Small parties with higher levels will often have mages with completely empty high-level spell slots due to not having access to spell scrolls, while clerics, druids, sorcerers, and shamans face no such limitations.

This mod fixes that. Now Orrick sells a single copy of every single scroll in the game, as well as all of his normal items. Due to how Orrick's store works, a side effect of this mod is that it should be possible to buy multiple copies of items that would otherwise be unique, provided you buy them at different chapters (you can buy multiple Wands of Freezing Death, when it would normally only be possible to buy one). A solo mage can now use all of their spell slots throughout the game, just like any other spellcaster.

All of the other scrolls in the game are still present, like the Invisibility scroll in the Vale of Shadows and the Chain Contingency scroll in Malavon's lair.

Help/Advice for Weapon Style Modding

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I’ve begun working on a mod which edits the Weapon Styles within the EE games, to go along with my suite of 3.5 edition tweak mods, the purpose of which is to make minor tweaks which replicate several balance changes introduced in 3.5 edition and pathfinder; this latest mod, as its name implies, deals with the weapon styles in the proficiency screen.

I’ve come here to ask for some advice from some more experienced modders. Despite having made a few mods, I’m still quite an amateur with weidu.

Here is the mod, as is.

Now, I’ve finished the base aspect of the mod (which seems to be the simplest part), in which the STYLBONU file is replaced, and the “Weapon Style” strings for the descriptions have been updated (which I’ve made compatible with BG1EE, BG2EE, and IWDEE). This all seems to work fine at the moment, though please do notify me if any of my coding so far shows a problem, or if I approached it in an inefficient way. But what I require help with is several other parts I need to add to the mod, whose method of creation eludes me at this current moment.

First, I need to make a weidu code that will easily edit the existing WEAPPROF (where the number of proficiency selection and limit per class is set), rather than simply overwrite it with a pre-made file, in order to account for new kits added by other mods.
Here is what I need to accomplish through weidu: I need to change all “3”s in the “2WEAPON” row into “2”s; I need to make all Thieves, Bards, their various kits, and multi-classes have “2”s in their “2WEAPON” and “SINGLEWEAPON” rows; and I need all mages, sorcerers, and their respective kits to have “1”s in their “SINGLEWEAPON” and “2HANDED” rows.

Second, I want to make it so all Quaterstaves can no longer backstab (so there are no longer any two-handed weapons that can backstab), but I could not discover what determines whether a weapon can backstab within the files. Is it determined within the .itm files or somewhere else, and then how should I code that change.

Third, I want to add a passive modifier to all Rangers, given at the first level, that improves offhand thac0 by -2. Now, I know how to create this ability, and add it to the Ranger clabs manually. But how can I program it in weidu so that the mod will always add this ability (I assume through a new row in the clab) to each and every Ranger, kit, and ranger-multiclass that it detects in the current game? Again, so as to account for new Ranger kits added by mods.

As always, thank you for your time.

[MOD] Shadow Magic v1.4

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Link to mod page at my site: https://artisans-corner.com/shadow-magic/

"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library.

When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."

- biography of a shadow adept Bhaalspawn

Component 1: SHADOW ADEPT

This is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.

A list of spells with descriptions can be viewed here.

SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: - Hit Die: d6 - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly. The Shadow Weave is a mysterious and alien entity, far darker and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness. - Gains one bonus spell cast per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of himself out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

INTELLIGENCE WISDOM CHARISMA 1-2: -5 casting speed penalty 1: -50% spell duration, 50% spell failure 16: +1 level 1 3-4: -4 casting speed penalty 2: -45% spell duration, 45% spell failure 17: +1 level 1, +1 level 2 5-6: -3 casting speed penalty 3: -40% spell duration, 40% spell failure 18: +1 level 2, +1 level 3 7-8: -2 casting speed penalty 4: -35% spell duration, 35% spell failure 19: +1 level 3, +1 level 4 9-10: -1 casting speed penalty 5: -30% spell duration, 30% spell failure 20: +1 level 4 11-17: Nothing 6: -25% spell duration, 25% spell failure 21: +1 level 5 18: +1 caster level bonus 7: -20% spell duration, 20% spell failure 22: +1 level 6 19: +1 caster level bonus 8: -15% spell duration, 15% spell failure 23: +1 level 7 20: +1 casting speed bonus 9: -10% spell duration, 10% spell failure 24: +1 level 8 21: +1 caster level bonus 10: -5% spell duration, 5% spell failure 25: +1 level 9 22: +1 casting speed bonus 11-15: Nothing 23: +1 caster level bonus 16: +5% spell duration 24: +1 casting speed bonus 17: +10% spell duration 25: +1 casting speed bonus 18: +15% spell duration 19: +20% spell duration 20: +25% spell duration 21: +30% spell duration 22: +35% spell duration 23: +40% spell duration 24: +45% spell duration 25: +50% spell duration
This mod is still unstable and has a few known issues:
  • One level 9 spell has a side effect that requires party AI to active to take effect, as it depends on the dplayer3.bcs script. Once you've met the prerequisites (you'll understand once you see the spell) simply turn on scripts for the effect to kick in and then turn it off if you wish.
  • Shadow Adept multi-classes will not gain Shadow Adept high level abilities.
  • A couple spells are a bit glitchy here and there. Bug reports are welcomed.

OPTIONAL: HIT POINT COST

This component changes the Constitution costs of spells to a current Hit Point cost instead. The cost of casting spells is equal to double the level of the spell cast.

OPTIONAL: SHADOW DISCIPLE

This component adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

OPTIONAL: NIGHTSINGER

This component adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses <PRO_HISHER> enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness. - May cast one additional spell per level. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to non-good.

OPTIONAL: FAMILIARS

This optional component provides the shadow adept the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior.

Component 2: SHADOW MONK


SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. <PRO_HISHER> next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: ITEM PACK

This optional component adds a few relatively powerful items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. More items are being added as the mod is updated.

Component 4: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward.

Spoilers on items and their locations can be found here.

Download the latest version here.

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

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

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

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

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

If instead you would like to manually add the changes:

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

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

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

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

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

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

BG:EE with SoD:

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



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

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

Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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Faiths and Powers



Please note that this is a public beta release, and we are actively working on this project. Please feel free to offer suggestions or to point out bugs.

A quick and useful guide to kits and spheres

Special thanks to @ineth for this

Special: Shadow Monsters, Shades and transform to human fixes (for versions 0.74e and earlier) Install as a regular mod after fnp.

Download

Attached Hotfixes for earlier versions (install after fnp):
- Versions 0.74e and earlier: fix for Shadow Monsters and Shades: use the attached file titled "fnp_spells_3.zip"
- Version 0.74h: use the file titled "fnp74_use_hotfix.zip"

Most recent update:0.74.21
Please note that this is a public beta release. We are actively working on this project. Please feel free to offer suggestions or to point out bugs.

Version 0.74.21

2018-01-06

Completely redid conjure water elemental; fixed AI (completely replaced summons) and added animation bams to differentiate elemental kinds; spell is now in line w/6th level druid fire e summon
Created Acolyte/thief of Shar
Created Cleric/fighter of kelevmor
Created cleric/mage of kelevmor
Created Cleric/Mage of talos
Created Acolyte/mage of Deneir
Created Acolyte/mage of Sune
Created Acolyte/mage of Moander
Created Acolyte/thief of moander

version 0.74.20

2017-12-09

Updated Text: Everwatch Knight of Helm
Updated Text: Cherub of the Ruby Rose

version 0.74.19

2017-12-07

Updated Kelevmor Kit Description
Updated Cyric kit description
Updated Umberlee kit description
Updated Pally of Tyr kit description
Updated Harvester of Myrkrul kit description

2017-12-06

- Updated Stormwall
- Updated a few kit descriptions
- Added a check for clabshGS.2da to avoid failed install on IWDEE 2.5.x (thanks Ramza)

2017-08-26
Version 0.74j

- priest of Umberlee abilities and usability
- multiclass kit usability (e.g. C/M of Baervan and druid/mage)
- mystic warrior abilities


2017-08-14
Version 0.74g

- fixes Contingency spells. Sort of. Mostly.
- changes to spellbinder


2017-08-13
Version 0.74f

- added conjure water elemental to water sphere
- fixed shades and shadow monsters
- fixed mystic warrior
- improves the cross-mod compatibility stuff.


2017-08-10

Version 0.74b

- Fixed an error with an errant "/"

2017-08-09

Version 0.74

This is v0.74. I bumped the version number because there are a few meaningful changes:

- Added 6 Mystic Warrior kits (fighter/druid versions of the Mystics). These are lightly-armored and limited to weaker weapons - dagger, short sword, club, staff, sling etc. - but they pack the elemental power and resistances of the Mystic kits.

- Scout kits (Stalker, Archer, Slinger, Mage Hunter, Barbarian Ranger) should be able to be any alignment and should not fall. (EDIT - darn, I hope this doesn't mess up IWDEE... need to double-check.)

- DISABLED DUAL-CLASSING to cleric or ranger. Yeah, I did that. Be warned. BUT...

- Added an .ini file with two settings: one to enable dual-classing, and one to prevent minor-access spells being moved to a higher level.

- This .ini file, unlike most mods', should be compatible with BWS. You can copy the file, make whatever changes you want, and drop it into your override folder before installing any mods. That should preserve your preferences, while keeping the original version in the mod folder unchanged (I know BWS freaks out about files sizes and whatnot). This is experimental, and I don't have Windows, so I don't have BWS and can't experiment. Players, let me know if/how it works.

2017-08-08

Version 073b
- All spells are granted at 1st level, instead of spells from different levels being granted at different level-ups.
- Sphere access is independent of the spell table; so this is compatible with any mods that alter spell tables.
- Minor access now means the opposite of what focus access means: minor-access spells are shifted one level higher. So Cure Light Wounds becomes a 2nd-level spell, Holy Smite becomes 4th-level, etc. Minor access is still limited to 3rd-level spells (which become 4th-level spells.)
- Paladins and Rangers get full access to spheres just like clerics; you will see 7th-level spells in your spellbook but will be unable to cast them. This means that, equally, the sphere system is now compatible with any kind of changes you make to paladin and ranger spell tables. FnP will supply our tables for these classes, but feel free to overwrite them with any other mods, like Tweaks Anthology. To paraphrase Apple, it will 'Just Work.'
- Theoretically, this means that we can now give focus access and minor access to paladins and rangers, to accentuate certain spheres. I haven't done it in this build, but this could be yet another nice little way to differentiate kits.
- If you only want the sphere system and not any new kits, trueclass kits now get their proper spells. (This fixes a bug in v0.72b.)
- Fewer sphere spells are required to be created in the background to make all this work: 69 spells instead of 322. Other small efficiency improvements have been made. Hopefully this leads to slightly quicker install times.



2017-08-06 Version 0.72

-diff install options for BG(2)EE/IWDEE

2017-08-02 Version 0.71b

- Fixed issue with option 2

2017-08-01 version 0.71a

Fixed installation issue with option 1

-2017-07-31 version 0.71


Lots of fixes:

-fixes for spells
-fixes for HLAs
-two new spheres: Exploration and Perdition
-variables for custom weapon use for kits
-cleaned up a ton of code everywhere
-updated compatibility packet for other mods

2017-06-03 Version 0.64a

Minor changes to sphere access

2017-06-03 Version 0.64

-Fixed cleric of Kelevmor death ward and neg plane protection
-Fixed doom special ability for for Beshaba Acolytes (and better implemented the ability)
-Added misfire reference to spell in for Beshaba Acolyte description
-Fixed icons in misfire spell/special ability for Beshaba Acolytes
-Plant focus sphere no longer adds summon water elemental rather than assassin vines as a level 5 spell...
-Grammar issues: Champions
-Grammar issues: Zealots
-Zealot of Ilmater: Correctly added frenzy in 2da
-Acolytes: Added bonus spells (and lore bonuses in a few cases)
-Changed Beshaba's spheres around. Focus: Dread.
-Removed override references to COMPILE lines

2017-03-13
Version 0.63b
- NPC cleric kits
- Fixed bug re acolyte of mystra
- Bug fixes re: kit adding code
- Fixed deity dialog issue with mc clerics


2017-02-27
Version 0.61a
- Added a valid marker for IWDEE divine spells

If you already have version 0.61 installed, just drop the itm file in the attached zip in your override folder.

Version 0.61

- Removed references to SoD in engine check
- Added Clangeddin cleric
- Added a draft of Baravar (but not added in the game via tp2 or otherwise)
- Removed backup folder
- Please forgive the formatting of the readme on github. I'll have to learn about .md files, but for now see the attached pdf. It is important to note that the readme is outdated. The goals are the same, but the details (e.g. what spells are in what sphere) have been changed.

Known Issues:
- Water and fire elemental scripts need to be looked at
- Shout spell doesn't seem to work
- Summoning shadow monsters crashes the game
- Doomguide cleric Turn level issue
- b_frz00.spl is referenced in at least three .2da files present in my override folder (B_ZE00.2DA, B_ZEALOT.2DA and clabpa04.2da (original non-special frenzy)
- At 11th level the Ur-Priest received Shadow Step as a special ability
- Elemental sphere descriptions are all over the place (only for custom spells)
- Disrupt Undead says that it's part of the death sphere (but it's part of the life sphere)
- Many multi class kits missing
- prayer and rec spells

Faiths and Powers: Gods of the Realms

This purpose of this thread is to announce a mod created by @subtledoctor and myself which will increase the number of options for cleric and divine classes. This thread will also host discussion about specific implementation and (in time) be the place to download the actual mod.

The first few posts will contain the most up-to-date information about the mod itself.

Goals

This mod has a few goals:

-To allow all cleric characters (as well as others) to select a god, and have that selection translate into meaningful, flavorful, abilities and disadvantages for their character.

-Related, to allow for different orders within a given church hierarchy to have their own unique, and flavorful abilities.

-To expand the number of selections to an indefinite (as now) number of deities (my personal hope is to include all of the Gods and orders of Faerun, if possible)

-To expand role-play options based on these selections (a very long term goal)

Features


With these goals in mind, the plan (already in motion) is to include the following:

- A sphere system. This is not identical to pnp, at least partially because keeping too close to pnp leaves players with few spells in some cases, or leaves cleric characters without spells that allow them to do what is generally expected of them (as seen in DR).

- "Real" kits. Initial Kits will not be deity specific. Rather, deity selection will occur in a dialog format. This selection will alter their kit in various ways depending on the deity selected. So, you might select a "Champion" kit at character creation. But champion of who? Well, for that you have to select your deity. Many of these 'sub-kits' will have unique name. For example, if you created a Champion, and selected Tempus, your title will be "Gloryblood of Tempus". Deity selection will be limited by race, kit, and alignment (and occasionally, stats). So, for example, your Chaotic Evil, Cha 4, Champion will not be able to select Sune. But, at the same time, alignments will be expanded as they make sense for each deity. For example, you do not necessarily have to be evil to select Talos as your patron. Maybe you are more unstable than evil, and would like your chaotic neutral priest to worship Talos (rather than Helm(?)). This will be possible (and, chaotic neutral Helmites will not be possible.)

- Altered quests and dialog depending on deity selection. This is a very, very long term goal, and will not be included in the initial release, but the idea is that clerics of various deities will react differently to (eg) the events in the cleric stronghold as well as the events leading up to the stronghold. Your Chaotic Neutral Stormbringer of Talos will not join another church. Also, expect Glorybloods to take the fighter stronghold rather than work for some stuffy Helmites.

In this post we will describe the various kits and class changes. In the following posts, domains, and deities will be described.

(Note that all abilities are in flux. As the specifics change, these posts will be updated. Please, please, feel free to give suggestions and (constructive) criticism!)



-
Compatibility

See attached document: "FnP_kit_compatibility (1).zip"


Special Thanks:

Extra special thanks to Requiem and Mordeus for Inspiration and Resources.

See their wonderful Faiths of Faerun mod here.

Please welcome @IchigoRXC who has graciously offered to help us with icons, and possibly other animations.

Overhaul, Bioware, Black Isle, Atari, Wizards of the Coast: Mods aren't possible without the games.

Avenger: DLTCEP is essential.
http://gibberlings3.net/forums/index.php?showtopic=23917

Argent77: As is Near Infinity.
https://forums.beamdog.com/discussion/30593/new-versions-of-nearinfinity-available/p1

Sam for Bam Resizer

http://www.shsforums.net/files/file/1093-bam-resizer/

The keepers of IESDP: Again, essential.

http://gibberlings3.net/iesdp/index.htm


Weimer, the Bigg, and Wisp - and anyone else involved with Weidu, or the various tutorials. Again, essential.

http://weidu.org/WeiDU/README-WeiDU.html

Playtesters:
@iavasechui, @Aedan, @ineth, @Kalanyr, and @Brer_Rabbit on these forums, and @agb1, @roxanne, @buli and @ALIENquake over at G3 @Arizael @wyakpa .

Feedback and bug hunting:

@Necromanx2 , @Woolie_Wool , @wyakpa , @rrchristensen , @CrimsonBard , @helo138 , @Zaghoul , @Arunsun , @Rangeltoft , @Alwayssnarky , @LupusSolus @GawainBS @Contemplative_Hamster @Arizael @ThacoBell
@Roughwithanr @Raduziel




(From a quick scan of recent postings. Let me know if I have missed your contribution!)

Extra special thanks to @ineth for being so helpful!

Another big thanks to @ineth for help with the readme!

Gibberlings3: A very friendly group of modders. These guys are always helpful with any issues:

http://gibberlings3.net/forums/index.php?showforum=16

Avenger and Wisp: For the atweaks mod. I have learned so much from that lovely mod.

http://www.shsforums.net/topic/38261-atweaks-v442-released/

Camdawg: For all of his helpful tutorials and advice, as well as his Divine Remix mod, which has been very inspirational:

http://gibberlings3.net/forums/index.php?showforum=29

Aquadrizzt: I've learned a lot from this guy. Also check out tnb:

https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

Subtledoctor: Is it appropriate to thank a co-author? Ahh, he deserves it! Check out his mod Scales of Balance:

https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Mordeus and Requiem: Their Faiths of Faerun mod has been very inspirational:

https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1

Special thanks to Kjeron for some timely help with code for the sphere system

CrevsDaak: For his lovely tutorial found here:

http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1

( also, feedback and insightful advice/suggestions, etc.)

kjeron: That one is just overflowing with modding advice and information. I can't count how many times their advice has helped me

Wolpak: Very knowledgeable fellow. Learned a lot from him.

Elminster The formatting in this post wouldn't be possible without his beautiful post re: The frosty Journey. Also, check out the mod:

https://forums.beamdog.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1

Smeagolheart : I have learned a lot from his mods, especially

https://forums.beamdog.com/discussion/18629/mod-kit-tomes/p1

Kamigoroshi, bob_veng, vallmyr, Cahir, Mozziah: Helpful Suggestions

Red_Carnelian for graciously providing bam creation resources:

https://forums.beamdog.com/discussion/42011/blazing-bams

Anybody else I am forgettingI'm sure I'm forgetting a few. Will update as my memory improves :P

[List] IWD:EE compatible Mods

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Again I try to make a list to help organize the available Mods ;)
Please let me know if you find mods that are not in the List.

Right know I have no recommended install order for this list.
But normally it should be good too follow this structure:

1) story mods
2) NPC mods
3) item mods
4) kit mods
5) BG2Tweaks
6) other tweak/overhaul mods


-------------------------------------------------------
Released Mods:
-------------------------------------------------------

Overhauls

Scales of Balance
https://github.com/subtledoctor/Scales_of_Balance

Might & Guile
https://github.com/subtledoctor/Might_and_Guile

The Divine Remix
http://forums.gibberlings3.net/index.php?app=downloads&showcat=46
The sphere system component is not working with IWD:EE.

Rogue Rebalancing (RR) v4.80 is available for IWD: EE
http://www.shsforums.net/topic/27169-rogue-rebalancing-v480-released/

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
http://forum.baldursgate.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1

[MOD] [BETA] Monastic Orders of Faerun
http://forum.baldursgate.com/discussion/18620/mod-beta-monastic-orders-of-faerun/p1

[MOD] Eldritch Magic
https://forums.beamdog.com/discussion/49591/mod-eldritch-magic-bgee-bg2ee-iwdee#latest

Raduziel's Universal Wizard Spells
https://forums.beamdog.com/discussion/67903/mod-universal-wizard-spells-iwdee-eet-bgee-bg2ee/p1

Relieve Wizard Slayer
https://forums.beamdog.com/discussion/68377/kit-review-wizard-slayer-iwdee-eet-bgee-bg2ee

[mod] Weasels!
https://forums.beamdog.com/discussion/65516/mod-weasels

Kits

Chaos Sorcerer Kit
https://forums.beamdog.com/discussion/66390/

The Mercenary (Fighter Kit)
https://forums.beamdog.com/discussion/68151/fighter-kit-mercenary-iwdee-eet-bgee-bg2ee

The Bodyguard (Fighter Kit)
https://forums.beamdog.com/discussion/68238/fighter-kit-bodyguard-iwdee-eet-bgee-bg2ee

The Charlatan (Bard Kit)
https://forums.beamdog.com/discussion/68297/bard-kit-charlatan-iwdee-eet-bgee-bg2ee/

[Kit Pack] I Hate Undead [IWD, EET, BGEE, BG2EE]
https://forums.beamdog.com/discussion/65700/kit-pack-i-hate-undead-iwd-eet-bgee-bg2ee/

[Mod] The Deratiseur Unused Kits Pack
https://forums.beamdog.com/discussion/60725/the-deratiseur-unused-kits-pack-for-bg2-bgt-and-all-ee-versions-in-english-v13

A Frosty Journey: The IWDEE Kitpack
http://forum.baldursgate.com/discussion/36181/a-frosty-journey-the-iwdee-kitpack/p1
http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/

Wizard Slayer Rebalancing for BG:EE, BGII:EE and IWD:EE
http://forum.baldursgate.com/discussion/36803/wizard-slayer-rebalancing-for-bg-ee-bgii-ee-and-iwd-ee#latest

Wizard Slayer 2.0
http://forum.baldursgate.com/discussion/37503/wizard-slayer-2-0#latest

[MOD] Runescarred Berserker v 1.0 (for IWD EE)
http://forum.baldursgate.com/discussion/37373/mod-runescarred-berserker-v-1-0-for-iwd-ee#latest

[MOD] Duskblade Kit v1.1 (For IWD EE)
http://forum.baldursgate.com/discussion/36825/mod-duskblade-kit-v1-1-for-iwd-ee#latest

[MOD] Improved Archer Kit (for BGEE, BG2EE, IWD:EE and original BG2/BGT)
http://forum.baldursgate.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt#latest

[BGEE mod]Misdrha'al Hymmet's Bladesinger kit
http://forum.baldursgate.com/discussion/34950/bgee-mod-misdrhaal-hymmets-bladesinger-kit#latest

Class/Kit Attempt: Warlock
http://forum.baldursgate.com/discussion/38113/class-kit-attempt-warlock#latest


Tweaks

[Mod] 3.5 Edition/ Pathfinder style Tweaks Collection (thac0, Constitution, hit dice)
https://forums.beamdog.com/discussion/63741/mod-3-5-edition-pathfinder-style-tweaks-collection-thac0-constitution-hit-dice

Tweaks Anthology
https://forums.beamdog.com/discussion/48165/testers-wanted-tweaks-is-dead-long-live-tweaks/p1

BG2 Tweaks works on IWDEE
http://forum.baldursgate.com/discussion/36180/bg2-tweaks-works-on-iwdee#latest

aTweaks v4.5 available for IWD: EE
http://www.shsforums.net/files/file/709-atweaks-windows-version/

Hardcore Dual-Classing
https://forums.beamdog.com/discussion/43824/mod-announcement-hardcore-dual#latest

No restrictions
http://forum.baldursgate.com/discussion/37479/no-restrictions#latest

[MOD] Lighting Pack for the Enhanced Edition
http://forum.baldursgate.com/discussion/36828/mod-lighting-pack-for-the-enhanced-edition#latest

House Rules for IWD:EE (IWDEE tweaks)
http://forum.baldursgate.com/discussion/37290/house-rules-for-iwd-ee-iwdee-tweaks

[Mod Release] APR on Spec
http://forum.baldursgate.com/discussion/36197/mod-release-apr-on-spec#latest

Thieving Mod for IWDEE
http://forum.baldursgate.com/discussion/36405/thieving-mod-for-iwdee#latest

Stronger Creatures - Simple Difficulty Mod
http://forum.baldursgate.com/discussion/40026/stronger-creatures-simple-difficulty-mod#latest

Jester song enhancement
http://forum.baldursgate.com/discussion/40263/jester-song-enhancement#latest


Items

LavaIt - IWD: an item pack for IWD EE
https://forums.beamdog.com/discussion/63278/lavait-iwd-an-item-pack-for-iwd-ee

[Item Mod] More Style for Mages: Ranged Wizard's Staffs, Circlets, Robe Visual Tweaks, Now in IWD:EE
http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizards-staffs-circlets-robe-visual-tweaks-now-in-iwd-ee/p1#sowiwd

Add Morningstar of Action +4 to random treasure list
http://forum.baldursgate.com/discussion/36798/add-morningstar-of-action-4-to-random-treasure-list#latest


Spells and Magic

Golem Construction for Spellcasters
https://forums.beamdog.com/discussion/60602/mod-golem-construction-for-spellcasters/p1

[Mod] Spontaneous Casting For Clerics and Druids (now works with IWD:EE)
http://forum.baldursgate.com/discussion/29604/mod-spontaneous-casting-for-clerics-and-druids-now-works-with-iwd-ee/p1

Wild Mage Additions
http://mods.jo-ge.net/bg/shaper.htm
http://forum.baldursgate.com/discussion/comment/598983/#Comment_598983


NPCs


[mod] Dusky NPC for IWD EE
https://forums.beamdog.com/discussion/64535/mod-dusky-npc-for-iwd-ee

Afaaq, the Djinni Companion
https://forums.beamdog.com/discussion/41108/mod-afaaq-the-djinni-companion-for-bg2-and-bg2-ee-released/p1

IWD NPC v6 for IWD EE
http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=174&Itemid=122

[MOD] Minor NPC Portraits for IWDEE
http://forum.baldursgate.com/discussion/37001/mod-minor-npc-portraits-for-iwdee

IWD:EE Portrait Variations
https://forums.beamdog.com/discussion/45897/mod-iwd-ee-portrait-variations/p1

Soundsets

Awesome Soundsets
http://forum.baldursgate.com/discussion/38319/mods-awesome-soundsets-mods-master-thread-custom-soundsets-for-bgee-bg2ee-and-iwdee#latest

Alveus Custom Soundset mod
http://forum.baldursgate.com/discussion/37107/alveus-custom-soundset-mod#latest

Scripts

Convenience Script - Instant store access, Easy prebuffing, Bard song, Find traps
http://forum.baldursgate.com/discussion/40051/convenience-script-instant-store-access-easy-prebuffing-bard-song-find-traps#latest

-------------------------------------------------------
Under development
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Soulmarine's IWD:EE FrostWood GUI
http://forum.baldursgate.com/discussion/36154/soulmarines-iwd-ee-frostwood-gui#latest

[MOD] Starlight - new weapons and spells for IWD:EE [WIP]
http://forum.baldursgate.com/discussion/38121/mod-starlight-new-weapons-and-spells-for-iwd-ee-wip#latest

Mod to easily create multiclass-kitted Charnames

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I have been itching to play a multiclass-kitted Charname (debating between a kensai-mage or bounty hunter-mage). I know one can EEKeeper kits but there always seems to be issues (HP allocated incorrectly, thief points off). Is there a mod that allows a Charname to easily become one of the aforementioned combinations? Thanks for the help!

[Help] Issue with dual-classed characters' sprites

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Hello.

@RVNS and @jonusiescu have been so kind as to help me test the mod I'm working on, and they've run into a most vexing issue I can't seem to wrap my head around. After installing the component that restores the original BG1 character sprites, dual-classing any characters results in a sprite change that seemingly makes no sense.

For example, dual-classing Imoen gives her a BG2 male sprite.

Other cases they tested revealed that Female Human Fighter changed to BG2 Male Dwarf, regardless of class.
Female Human Cleric changed to BG2 Male Fighter (or Cleric; they look pretty similar.)
Male Human Fighter or Mage changed to BG2 Male Fighter.


It's been forever since the last time I played through the game, let alone dual-classed a character, but IIRC dual-classing should leave sprites unaffected.


I guess the first step would be to double-check my WeiDU code?

This is a copy of the tph with the code I'm using to apply the BG1 sprites.


Thanks in advance to anyone who can help me.

Seducer Kit for Thieves v1.3

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I always wanted to be able to charm critters like liches, mind flayers, Irenicus, and Melissan. But for many enemies, it just wasn't possible. I created this kit to change that.

The Seducer kit allows the player to charm literally ANYTHING in the game. But like my other kits, this powerful ability is balanced out by some crippling disadvantages--namely, a complete inability to perform the normal duties of a party's thief, and the worst defenses of any class in the game.

I've rebalanced the kit and made it fit the original concept a little bit better, removing the Hypnosis ability and replacing it with a charm effect that can target multiple critters at once. Also, the Seducer can now charm other critters into joining the party as if they were a normal NPC. But it only works on critters up to half your level (so no basilisks or demiliches), and some critters, like golems and unkillable quest characters, are immune. Or, you can charm critters into following the party as if they were familiars--they won't gain levels like party members and you can't access their inventory or spellbooks, but there is no limit to the number of followers you can gather.

The Seducer kit is compatible with BG:EE, SoD, and BG2:EE. If you have SoD, remember to install ModMerge before installing any other mods. It will probably be compatible with IWD:EE once the game is updated to version 2.4.

You can download the kit at the bottom of this post. The most recent version is 1.3, featuring the new Recruit Follower spell, but you can also try out the older versions in case you want the old area-effect Feeblemind ability from v1.1.

Kit description (there's a lot of detail to this kit):

A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.

Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.

CLASS FEATURES:

- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after

- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs


DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:

Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw

Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:

Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw

Creatures who already charmed, however, suffer a -3 penalty to their saving throw.

The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.

CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:

Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw

As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.


SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.

(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)

Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.


RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).

This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.

If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.

(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)


DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.


BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.

High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls

DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma

– Hit Die: d4
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