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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!

Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases

Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md

Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.

These mod components now contain:

1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS

2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 7 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)

It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)

Is there a Mod that makes Skull Trap work better?

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I have had many instances where I set skull traps in the path on enemies, just to have them walk past them (literally right through them) without setting them off.
I had one not go off in a path I needed to take. So I had a summons walk right up to the trap without it going off. I had to march in circles around the trap before it triggered.

Is there a mod that makes skull traps actually go off when someone gets within 20' like the description says?

restored chapter screen art

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Several times over the years I have been asked about the feasibility of restoring the chapter screen art from the original game to BGEE. With the advancements of the V2 engine and improvements to NearInfinity, this should now be a reasonably straightforward project, and I'm considering looking into it again. I did a proof of concept back in 2015:home
My question is, has this already been done? I'm not interested in putting forth that effort just to reinvent the wheel...

[Kit Pack] Deities of Faerûn [Cleric Kitpack for IWD, BG(2)EE and EET]

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Hi :)

I would like to announce the new kitpack nobody wants: Deities of Faerûn!

This kitpack is made of some components:

Current Version: 1.1

Link to Download (Github)

Kits

The kits per se. At the moment there are 16 kits: Baervan, Baravar, Clangeddin, Cyric, Helm (revised), Ilmater, Lathander (revised), Mask, Mystra, Oghma, Shar, Sune, Talos (revised), Tempus (revised), Torm, and Tyr (revised)!

Work In Progress: Selûne and Umberlee - I'm having a bad time trying to adapt their abilities from PnP to IE without making them useless.

All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.

Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.

The Holy Symbol is automatically granted once the cleric reaches level 25.

On top of that, some kits receive new and exclusive spells as below:


1) SUNE

Rapture
(Enchantment/Charm)

Sphere: Thought
Range: 15-ft/level
Duration: 2 turns
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

This spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.

---

Emotion
(Enchantment/Charm)

Sphere: Benediction/Dread
Range: Visual range of the caster
Duration: See below
Casting Time: 4
Area of Effect: 7-ft. radius
Saving Throw: See below

The Heartwarder can inspire one of the following emotions of target:

HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.

COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.

HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

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

2) CYRIC

Dark Aura
(Alteration, Invocation/Evocation)

Sphere: Dread
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: A sphere of 15-ft radius
Saving Throw: None

This spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.

---

Instill Madness
(Enchantment/Charm)

Sphere: Thought
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.

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

3) SHAR

Darkness
(Alteration)

Sphere: Shadow
Range: 20 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: None

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.

---

Nightmare
(Invocation, Illusion/Phantasm)

Sphere: Thought
Range: 40 ft.
Duration: 2 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.

---

Eyebite
(Enchantment/Charm, Illusion/Phantasm)

Sphere: Thought
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.

An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:

CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.

FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.

SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.

SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.

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

4) BAERVAN

Changestaff
(Alteration)

Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.

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

5) HELM

Mace of Odo
(Evocation)

Sphere: War
Range: 0
Duration: Special
Casting Time: 10
Area of Effect: One magical mace-like construct
Saving Throw: None

This spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.

A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.

The mace vanishes after one strike or after 3 rounds.

---

Wyvern Watch
(Abjuration, Evocation)

Sphere: Protection
Range: 30 ft.
Duration: Special
Casting Time: 5
Area of Effect: 30-ft. radius
Saving Throw: Neg.

This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.

---

Seeking Sword
(Evocation)

Sphere: War
Range: 30 ft.
Duration: 2 turns
Casting Time: 7
Area of Effect: One magical sword-like construct
Saving Throw: None

This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.

Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.

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

6) LATHANDER

Boon of Lathander
(Conjuration/Summoning)

Sphere: Benediction
Range: 0
Duration: 6 rounds
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

During this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.

---

Faerie Fire
(Alteration)

Sphere: Fire
Range: 80 ft.
Duration: 2 turns
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None

This spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.

---

Sunrise
(Evocation, Alteration)

Sphere: Light
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special

With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.

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

7) OGHMA

Legend Lore
(Divination)

Sphere: Knowledge
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

With this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.

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

8) ILMATER

Martyrdom of Ilmater
(Abjuration, Alteration)

Sphere: Vigor
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: The caster
Saving Throw: None

By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.

---

Endurance of Ilmater
(Abjuration, Alteration, Necromancy)

Sphere: Vigor
Range: Touch
Duration: 6 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None


This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.

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

9) MASK

Shadowcloak
(Alteration)

Sphere: Shadow
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.

A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.

The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.


Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system is the only component relate to clerics that you can install from that mod. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.

Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:

The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.

Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.

Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (except those added by mods, but this can be altered with a little dialogue with other modders) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.

It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!

PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.

Well, I think is over... BUT NO, IT IS NOT!

Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...

Stronghold Alterings

Hold your breath, cause here comes the list!

- Baervan Wildwanderer: Druid, Ranger

- Baravar Cloakshadow: Thief

- Clangeddin: Helm, Fighter

- Cyric: Talos, Thief

- Helm: Helm

- Ilmater: Lathander

- Lathander: Lathander

- Mask: Talos, Thief

- Mystra: Wizard

- Oghma: Bard, Wizard

- Shar: Talos

- Sune: Lathander, Bard

- Talos: Talos

- Tempus: Fighter

- Torm: Helm, Paladin

- Tyr: Helm, Paladin


For now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !

Before we go to the next post, let me say thanks to some people here:

@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.

@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.

@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.

@CamDawg and @argent77 for the helpful codes and tools.

@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.

@Arctodus for the brainstorming.

In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!

[mod] Southern Edge - Athkatla's new district

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After so many plays, I realized Athkatla got a bit boring, so I decided to make a new district to make the city more interesting. It's called the Southern Edge and is the "minor" city gate in the southern part of the city wall. Some merchants use this place to for the transporting their goods.


Southern Edge is a new district for our favorite BG2 city - Athkatla - available from the very start, once you talk to Gaelan and hear his offer. The mod is to make the first hours of the game more interesting, as some player might have got bored with doing the same quests over and over again. The area isn't as big as Slums or as Bridge District, but it includes a main quest introduced by a halfling name Mairo and a series of mini-quests and encounters introduced by both some new characters, and some you might have met before.
There are also some nice bits every district should have - a small shop, a tavern, some commoners, a temple, some troubled men and women... what else do adventurers need, right?
It's not a big mod, but it should entertain you for a moment or two. I hope that the Southern Edge will become a nice stop for you, Bhaalspawn, and your trusted group.



The mod is now compatible with EET and old BG2.




SHS Thread

[MOD] Dragonspear UI++ (v2.14)

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Dragonspear UI++

This mod (previously named SoD GUI Overhaul) makes many changes to the SoD user interface, while keeping the dragon-ish graphics to it. Most notably, majority of GUI screens now have size of 1365x756 pixels (main menu screens have size 1444x818 with size of the main body window without edge graphics 1365x756 pixels). It is designed with unscaled interface full HD resolution in mind, so it might lack some intuitive funcionalities when played on scaled/low resolution.
Beside from general change of GUI screens, I have added numerous tweaks made by myself and other people on this forum. Special thanks goes to Mr2150 for ideas, sharing code and general testing.

As of version 2.0, this mod is almost finished, I plan to release only one more bigger patch with widescreen overhaul of the chapter screens.

One big warning: DO NOT PRESS F5! It messes with elements that are positioned based on screen resolution (or simply use Infinity_SetArea), it caused major problems for me. You can use F11 without a problem.

About languages: Newly introduced GUI text is stored in lua files instead of dialog.tlk. As of version 2.03, each language has a modified version of its "L_xx_XX.LUA" copied to the override during the installation, with all the GUI texts there. The new text will stay in english until translated of course. WeiDU installer and "Update Strings" component have the text stored in a standard "english.tra" file as it updates dialog.tlk, so for complete tranlation you need to translate your language's "L_xx_XX.LUA" file in mod's "language" subfolder and the "english.tra" file in the "tra" subfolder. The new texts contain names of new labels, autoroller, portrait picker, UI setting option screen and Proficiencies/Skills tab in the record screen.

WeiDU components are:
-Backup M_BG.lua file: If you have this file manually edited (see Portrait Picker bellow), you want to backup this file before reinstalling the core component, which will erase everything. The backed-up file is in „sod_gui_overhaul\backup-M_BG“ folder.
-Core Component: This will install the mod
-Transparent Tooltip Background: This will make the tooltip (when pressed TAB) background transparent instead of dark.
-Update Strings: This will shorten several strings in worldmap and record screens. „Traveling hours“ to „Hours“, „Destination Unreachable“ to „Unreachable“, shorter saving throws lines and text in statistics tab.
-Select Number of Quicksave slots: You can choose number of quicksave slots from 1 to 6.
-Update Portrait Picker: This component will update the M_BG.lua file (see Portrait Picker bellow) with portraits currently presented in the portraits folder, without changing anything manually edited. There needs to be at least one portrait that remains same for updating to work, otherwise install the Core component instead.

Core component tweaks are following (screenshots are below):

Main Menu

- New background images that resize to the screen’s resolution, new main menu panel, tweaked Black Pits logo.
- It is possible to add custom background images by putting pictures in PNG format to the override folder named „RGBACK1.PNG“ for Baldur’s Gate main campaign background, „RGBACK2.PNG“ for SoD campaign background and „RGBACK3.PNG“ for the Black Pits campaign background. These images do not resize themselves to fit the screen resolution, you must do it in some editor if needed.

Options

- Bigger screen size, no scrollbars.
- New option screen in the Gameplay – „UI Settings“. There is a list of options introduced by this mod. „Left-side Main Menu“ will move the main menu panel from the default right to the left (this may be handy if you want to play with custom backround menu images, that don’t fit with the right side menu). „Cheat Mode“ will enable autoroller in Character Generation screen and will also allow to ExploreArea by pressing and holding the „Reveal Details“ button on the main gameplay screen. „Quickloot Mode“ offers more advanced customization for quickloot and „Journal Mode“ allows to choose between small and large journal.
- In-game option screen is overhauled with new graphics.

Character Generation

- Bigger screen size, individual screens are more organic, red shade selection is replaced with button graphics.
- Portrait Picker (by Mr2150): Portraits are now displayed in a scrollable list. Custom portraits are added to the list by WeiDU installation and stored in M_BG.lua file. They now must be no more than 7(!) characters long, ideally lowercase, (but the last letter of size identification – "L" or "M" must be uppercase if you want to have different portraits for record screen and the right sidebar - portrait with "L" will be displayed in the record screen and the portrait with the same filename except the last letter being "M" will be displayed in the right sidebar). If you name the portrait with prefix „m#” (for male) or „f#” (for female) before WeiDU installation, they will be automatically sorted by gender in the list (just as default portraits) otherwise you can assign the gender in M_BG.lua file (or specialized tool which will be coming soon). If you don’t assign gender, custom portrait will show both for male and female characters. In said file, you can also type a description to the portrait that will show in the list (default description is item filename), it is the first column in M_BG.lua file. Reinstalling the WeiDU core component will wipe all the changes, reinstalling the WeiDU update portrait picker component will update the file while keeping all the changes. To keep the changes before reinstalling the main component, either manually back-up the file or use the WeiDU backup M_BG.lua component.
- Autoroller (by Mr2150, based on work by Faydark): If you toggle CheatMode On, in the options “UI Settings” screen, you will be able to use several methods to ease the rolling stats process.
- Stored values are visible and more view options are available in the stat rolling screen (by Mr2150).
- Spell selection screens show just spell icons that are all visible at the same time without a need to scroll down.
- Random Character Generation (by Mr2150): Pressing on the “Random Character” button will generate a completely random character. Only the portrait will always be the same “random male” or “random female”.

Save/Load Screens

- Save slots list in the Load screen is stretched to fit the height of the screen, save slots are thinner, double click on the save slot loads it as usual.
- There are three filters in the Save and Load screens that allow searching for saves by save name, character name or by chapter.

Multiplayer Screen

- Bigger screen size.

Main Gameplay Screen

- Sidebar graphics and button positions are overhauled and put to the bottom of the screen.
- Pressing and holding the „Area Map“ button will open a Worldmap screen. Pressing and holding the „Reveal Details“ button while Cheat Mode toggle is On will explore the area as per „C:ExploreArea“ command.
- Actionbar graphics and slot positions are altered, quickloot button is now on the right side with hand icon.
- Quickloot bar is overhauled. There are two modes now - advanced and expert. Advanced mode displays ground items in expandable list with item names (press "E" button for quick expanding/collapsing), while expert mode shows up to 60 item icons at the same time in the customizable area. Go to UI Settings menu within Gameplay options to customize it.

Dialog Box

- Dialog box is completely overhauled. It now appears on the top of the screen and resizes depending on text content. You can also hold its upper bar and drag it (or use "left/right arrow button). The "Old messages" box is separate in place of usual "world message log" box and you can toggle it on/off with a button and the game will remember the toggle. You can also use "journal button" to copy the current text to the journal as user notes.
- Pressing pause will not advance the dialog.

Journal

- There are two journal modes now available for toggle. The small flexible one from an unmodded game and a large one, that resembles other in-game screens, it is paused with darkened background.
- Both journals have many convenience tweaks and filters (from Mr2150's "Journal Fixes" mod) and are toggable by pressing "chapter" button. Default mode, that is remembered, must be selected in UI Setting options menu.
- Clicking on the Journal popup now opens a journal and expands the quest it refers to.

Inventory

- Bigger screen size, positions of elements are altered. Combat statistics boxes area larger and are not replaced by comparison boxes when an item is picked. Number of Attacks line is in the damage text box.
- Split stack window now shows a slider for more convenient choosing of amount.

Record

- Bigger screen size, there are five main columns now displaying as much information as possible at the same time. There is an expand/contract button at the bottom of the first column that expands/contracts combat information details. There is also a new tab „Proficiencies / Skills“ in the fifth column that shows detailed information about proficiencies and skills.

Mage/Priest Spellbooks

- Bigger screen size, spells are shown as slot icons and are all visible at the same time without a need to scroll the list. Hovering over a known spell icon will display it’s description
- Arrows for incrementing/decrementing spell levels are reintroduced.

Worldmap

- Worldmap screen is stretched to fit the height of the screen. Travel button is removed, use double click to travel.
- All map icons in the original BG campaign now show travel times (with the WeiDU „update strings“ component it just shows „Hours:“), you must start a new game for this change to apply.
- Note, there is currently a bug which shows an empty scrollable space beneath the world map when the size is stretched from the default, I have reported this and hopefully it will be fixed.

Store/Containers

- Bigger screen size, bigger store item list, bottom store icons are placed on the left.
- Store item list filters allow to search by name for specific items (by Mr2150).
- Identify screen item list only shows unidentified items (by lefreut).
- Stealing multiple items at the same time is allowed (by lefreut).

Chapters

- Chapter screens now stretch over the entire screen. The chapter images are overhauled.

Changelog:
v1.0
- Main gameplay screen tweaks
- Journal background image tweak
- Inventory screen tweak
- Record screen tweak
- Mage/Priest spell screens tweaks

v1.1
- Spell description screen tweak
- Opening/closing Journal pauses/unpauses the game
- Journal "finished quest" font color is black
- Dialog box opens "older messages" with click on the text instead of special button
- "Older messages" box is bigger
- Number of attacks shows in the inventory "damage details" box

v1.11
- Fixed greyed out inventory screen for dead characters
- Change color button in the inventory now shows major color

v1.12
- Fixed 4th weapon slot coordinates in the inventory
- Character name labels in priest a mage screens should have same height

v1.2
- Mage/Priest spell screens tweaks revised
- Record screen tweaks revised
- Item description screen tweaks revised
- Level-up screen tweaks
- Button graphics in Character Generation menu
- Journal doesn't unpause the game if it's paused before opening
- Save Game screen tweak - bottom buttons switched

v1.3
- Store screens tweaks
- Updated graphics of all screens (original images were slightly horizontally asymetrical)
- Scrollbar in the Item description screen changed
- Journal now shows all information, when a quest is selected
- Hovering over a spell icon shows the spell description in the Mage/Priest spell screens (by Mr2150)
- Split stack tweak (by Mr2150)
- Identify section in shops only displays unidentified items (by lefreut)

v2.0
- Main Menu tweak
- Character Generation tweaks
- Save/Load screen tweaks
- Option screens tweaks
- New option screen - UI Settings
- Multiplayer screen tweak
- Journal overhauled
- Worldmap tweak
- Third bottom buttons re-enabled
- Record and spell screens more tweaks
- Quickloot tweak
- Dialog Box tweak
- Portrait picker by Mr2150
- Autoroller by Mr2150, based on work by Faydark
- Store and Load filters by Mr2150
- Multiple stealing in shops by lefreut
- Proper campaign logos in main game option screen
- Several small fixes

v2.01
- Bug fix - Main menu panel appears on the right side now

v2.02
- Bug fix - Escaping the Worldmap travel should not pop it over and over again

v2.03
- UI text is stored in just one lua file (the basic L_xx_XX.LUA), switching languages should work now
- Polish translation added
- Bug fix - "UI Settings" label added to L_xx_XX.LUA file
- Bug fix - Character Generation label is added to portrait picker screen

v2.04
- Italian translation added

v2.05
- Bug fix - Mage screen label and character name fixed

v2.06
- Bug fix - error in italian language file fixed

v2.1
- Quickloot uppgraded
- Journal upgraded
- Dialog screen upgraded
- In-game Option screen overhauled
- Chapter screens overhauled
- Main gameplay screen overhauled
- Tooltip scroll image updated
- Tooltip scroll without sound (thanks to Kerozevok)
- Transparent TAB tooltip background as WeiDU option
- Selectable number of quicksaves as WeiDU option
- Inclusion of the "Restore missing potraits" mod by lefreut

v2.11
- "Journal note" button in dialog screen now works properly

v2.12
- Ground container works with quickloot properly
- Unsellable items in shops are greyed
- Inventory has custom greyed graphics for dead characters
- Italian translation added
- "My Notes" label is now in the Large Journal

v2.13
- M_BG.lua works correctly now, all custom portraits are properly registered

v2.14
- Polish tra file bug fixed
- Italian tra file updated
- Werewolf Island chapter screens fixed


Screenshots:























Download: the mod file size has exceeded this forum's limit, so now it can be downloaded from google disc. Click on the link below and then the "download" button(the file size is 59mb).

https://docs.google.com/uc?id=0B6IgMgIWtPbReEJESmhuaUp6S00&export=download

What mod is causing this?

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Greetings guys,

I was "waylaid by enemies and must defend myself" in Athkatla today, but something unusual happened.

The bandits went like "Nope, this guy is too strong for us, retreat guys" and fled!

Anyone knows why that happened? I think it was amazing.

Or is it vanilla stuff, maybe new in EE?

Here's my weidu

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24000
~SETUP-BWS.TP2~ #0 #0 // Expert Component In Selection: cdtweaks(+)
~SETUP-BWS.TP2~ #0 #1 // Expert Component In Selection: cdtweaks(2090)
~SETUP-BWS.TP2~ #0 #2 // Expert Component In Selection: cdtweaks(3130)
~SETUP-BWS.TP2~ #0 #3 // 20161130 - Updated by agb1 (installation started Sat 12/03/2016)
~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal): v4.0.1
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl: v9 BWP Fix
~STUFFOFTHEMAGI/SETUP-STUFFOFTHEMAGI.TP2~ #0 #0 // Stuff of the Magi: v4 BWP Fix
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #0 // Skip Chateau Irenicus: 2.3
~SKIPCHATEAUIRENICUS/SETUP-SKIPCHATEAUIRENICUS.TP2~ #0 #101 // Deal with skipped NPCs -> Vanilla NPCs only: 2.3
~TELEPORT/TELEPORT.TP2~ #1 #0 // Teleport spell for BG2:SoA: v14 BWP Fix
~TELEPORT/TELEPORT.TP2~ #1 #1 // Teleport spell for BG2:ToB: v14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50 BWP Fix
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible

Shapeshifter Kit for Fighters

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I've always felt that the Shapeshifter druid kit is underrated. A lot of people have called attention to the fact that Shapeshifters don't get immunity to normal weapons or regeneration, like a normal werewolf is supposed to. But I always felt they were balanced because they had spells, unlike a normal werewolf, and that giving them all of the normal werewolf powers would make them overpowered.

So I took away all the spells and gave werewolf stuff to a fighter class, with a few tweaks for the sake of balance. The werewolf form scales with levels, so you start out only as strong as some dumb little furry puppy critter, but then you get to level 20 and you can only be hit by +3 weapons like a freaking iron golem or something. I made it in like an hour.

Kit Description:

SHAPESHIFTER: The Shapeshifter is a fighter who has willingly allowed him or herself to become infected with lycanthropy, but due to intense training has learned to control his or her affliction and gained the ability to transform into a werewolf.

Advantages:
- May shapeshift into a werewolf at will. While in werewolf form, the Shapeshifter gains a set of abilities that scale with level:

Level 1:
15 Strength, 16 Dexterity, 17 Constitution
6 AC, 10% magic resistance, +2 movement rate
+1 to hit and damage, 1d6 damage at 1.5 attacks per round
Regeneration: 1 HP per 60 seconds

Level 4:
17 STR, 18 DEX, 19 CON
4 AC, 20% MR, +4 movement rate, 10% resistance to elemental damage
+2 to hit and damage, 1d8 damage at 1.5 attacks per round (strikes as +1)
Regeneration: 1 HP per 30 seconds

Level 8:
18/50 STR, 20 DEX, 21 CON
2 AC, 30% MR, +6 movement rate, 20% resistance to elemental damage
+3 to hit and damage, 1d10 damage at 2 attacks per round (strikes as +2)
Regeneration: 1 HP per 12 seconds

Level 12:
18/00 STR, 22 DEX, 23 CON
0 AC, 40% MR, +8 movement rate, 30% resistance to elemental damage
+4 to hit and damage, 1d12 damage at 2.5 attacks per round (strikes as +3)
Regeneration: 1 HP per round
Immune to nonmagical weapons

Level 16:
20 STR, 24 DEX, 25 CON
-2 AC, 50% MR, +10 movement rate, 40% resistance to elemental damage
+5 to hit and damage, 1d12 damage at 3 attacks per round (strikes as +4)
Regeneration: 1 HP per second
Immune to +1 weapons and below

Level 20:
20 STR, 24 DEX, 25 CON
-4 AC, 50% MR, +10 movement rate, 50% resistance to elemental damage
+6 to hit and damage, 1d12 damage at 3.5 attacks per round (strikes as +5)
Regeneration: 1 HP per second
Immune to +2 weapons and below

Disadvantages:
– May not use any armor, helmets, or shields
– May not use missile weapons
– May only become proficient (one slot) with any weapon or weapon style
– Does not gain an extra half attack per round at levels 7 and 13

[Mod] DnD 3.5 Rules in Bg:EE and Bg2:EE v 2.0

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Hello Everyone.

I would like to announce the version 2.0 of my DnD 3.5 mod which is now also compatible with Bg2.

In short this mod tries to transform Baldur's Gate ADnD rules into DnD 3.5 (with some elements of the Pathfinder) within the game engine limits.

The complete description as well as the mod itself can be found at

https://github.com/Holic75/Baldurs-gate-dnd-3.5/releases


Any feedback, suggestions or bug reports are more than welcome.

Unbiased Ir'revrykal+5 mod

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BG2:EE added Ir'revrykal, a +5 TWS only usable by evil Paladins (Blackguards), but as it is based in the good ol' Unholy Reaver (thanks to Tresset for finding that it was actually based in that sword, codenamed reaver.itm), it's much underpowered than Carsomyr (which can also be upgraded to +6), so I made a few tweaks to it so it gets a little more powerful and description accurate :) abilities toward good creatures.
In the future I might add some other things to the weapon. Any type of feedback it's welcome.

Northern Tales of the Sword Coast (NTotSC) v2.1.0 for BG:EE (and BGT and EET) - Download

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NTotSC v2.1.0 for BGT, BG:EE, and EET

Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.

This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:
-for BGT/EET: version by k4thos
-for BG:EE: version by Red Carnelian (this mod is still beta, too).

To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, this is no longer needed, thank you to AstroBryGuy for providing the worldmap tweak!

Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated.
All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.1.0.

Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss.

Download NTotSC v2.0.0


Darker Journal background color

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Hi

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

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

Is it possible? If yes, how?

[Mod] TeamBG's Armor Pack for BG:EE, BG2EE, BGT & TuTu

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TeamBG's Armor Pack

Information For Baldur's Gate2: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate2: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is at Waukeen's Promenade. He will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.

Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=8092.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=192

Version History:

V1.01 9/8/14
Added Polish translation thanks to Cahir
Added .tra files for translations.
Updated to Weidu 236

V1.00BG2EE
First release


Information For Baldur's Gate: Enhanced Edition

This is the first installation of the "pack" mods that I will be making
for Baldur's Gate: Enhanced Edition. This mod is an armor pack. There is a
dwarf, Kurtz Goldenaxe, who is outside of the Friendly Arm Inn who will
sell you these armors. Some of the armors are color variations of what you
find in the game and some of them are new. The magical armors are expensive
so you will have to save a lot of gold to buy them.



Discussion and information about the mod.
http://www.baldursgatemods.com/forums/index.php?topic=7806.0

Download location
http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=182

Version History:

V1.05 8/18/14
Added Polish translation thanks to Cahir

V1.04 8/15/14
Added .tra files for translations.
Updated to Weidu 236

V1.03 5/19/13
Fixed the Boots of Evasion - The useability settings still were not correct.
Fixed the Boots of Quickness - The useability settings were not correct.
Removed the "Not Useable By:" text since the EE items have a heading that automatically fills that in.

V1.02 5/5/13
Fixed the Boots of Evasion - The useability settings were not correct.

V1.01 1/7/13
Fixed the usability settings on the Elven Chainmail of the Hand +3
Fixed the unidentified text of the Elven Chainmail of the Hand +3
Changed the store so you can't steal.
New cross platform for BG:EE, BGT and Tutu

V1.00
First release

Where the new store clerk is at in the Friendly Arm Inn.

image

*******************************
Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE mods to us. Free area on the message board and space to download your mod.

TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG http://www.teambg.org/ Modding news

http://teambg.info/ A site that takes you back into the history of IE modding.

[Mod] All Things Mazzy, v: 1.034. Temples now know when you steal for Mae'Var

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All Things Mazzy: Friendship, romance, NPC conversations and more.
Written and edited by BCaesar and Ratatoskr589. Coded by BCaesar
First version posted on these forums: 1.027, posted on March 27, 2017.
Latest update: Version 1.034. Attached April 14th, 2017.
Download location: This thread! (The mod is attached to this post).

Hello all. Ratatoskr and I are working on an expansion mod for Mazzy which includes various conversations with NPC's, and will also include a romance. There will be some friendship talks as well, but not a huge number since we're assuming if you want a chatty Mazzy you already have the Mazzy Friendship Mod.

We made the decision to try to release the mod in parts rather than try to write and edit everything and then code it because this way if something happens and we stop making the mod we'll actually have part of it finished (instead of it ending up in the mod graveyard with so many others). And if we ever disappear for more than a year this is up for grabs. Take it and run with it. Also if you want to use any part of this mod in another mod the answer is probably yes, just ask us.

Completed so far:
-Hostile Mazzy:
Mazzy now correctly attacks you if your reputation gets too low (it was coded but seemed to be bugged).
- Other characters now choose sides (or stay out of it) if Mazzy and Player 1 fight. Every character should talk, so if one doesn't (and it's in BG2:EE) then it's a bug.

-Interjections, comments and reactions:
- Mazzy comments and/or reacts during the conversation with Lady Delcia Cain in Nalia's keep.
- Mazzy comments during Keldorn's Quest with his wife.
- Mazzy comments during Anomen's quest if he kills the woman, but only if no one else comments.
- Mazzy comments when the thug is bullying the merchant by the city gates.
- Mazzy comments if Mae'Var asks you to steal the necklace from Talos.

- Korgan and Mazzy conversations: 5 total (2 were existing BG2 conversations that were modified and moved.)
The first conversation takes place after 4 days after both are in your party, the 2nd 6 days after that, the 3rd when you rest in an inn, and the 4th when they're both in your party and able to talk again. There is also a stand-alone conversation in the docks if you talk to any of the women commoners there.

- Jan and Mazzy conversations: 1 total.
Takes place 3 days after both are in your party, upon rest in a dungeon or outside.

- Viconia and Mazzy: One scene.
Mazzy comments and reacts when Viconia is at the stake. There will be two branches of Viconia conversations, one for if Mazzy helped rescue Viconia and one if she didn't. They both merge a few conversations is, but Mazzy and Viconia are on better terms if Mazzy saw her on the stake and helped to rescue her.

- With the Shadow Thieves
- Both the Talos and Lathander Temples figure out that it's you if you steal from them for Mae'Var and you have the option of returning the necklace and statuette later. This triggers whether you have Mazzy or not, but she's involved too if you do.


- Restcheck: coding to prevent the rest scenes in this mod from triggering on the same rest as those in game or in any other mod (that I've coded for) and for 2 minutes of real time after. The coding for preventing your mod's rest scenes from triggering the same night as any from BG2:EE is available for anyone to use in their own mod here. Coding to prevent your mod's rest scenes from triggering with those from other mods is available upon request.


Known bugs that I don't know how to fix:
Mazzy and Player 1 fighting:
Cernd and Jan go neutral during the fight and the little circles around them start pulsing with four little triangles. When they come back this stays and I don't know how to turn it off.


Partial to do list:
- Add conversations with/about Edwin and Mazzy (4 written so far)
- Add one more with Korgan and Mazzy
- Add friendship/romance conversations and make modifications to the Mazzy Friendship Mod that will show if both are installed (so the mods match).
-Add Keldorn/Mazzy conversations and quest to join the Order of the Radiant Heart
-Various Viconia/Mazzy conversations (10 written so far)

Installation and Compatibility
This mod should be generally compatible with all other mods. We've worked hard to make it like that. In addition we have tried (and will continue to try) to make it fully compatible with BG2:EE and the following mods (meaning that our rest scenes don't trigger the same rest as their rest scenes, and we use their triggers sometimes for additional dialogues, for example Imoen might react differently in a reaction if she's in love with Player 1):
Friendships/Banters: Mazzy Friendship, Viconia Friendship, the IEP Banter Project (as of March 25th, 2017)
NPC Romances: De'Arnise Romance, Edwin Romance, Haer'Dalis Romance, Imoen Romance, Keldorn Romance, Sarevok Romance, and the Yoshimo Romance.
Miscellaneous Mods: Alternatives

Also if you install this mod you do not need to restart your game or do anything like that. The triggers are all structured to just work whenever the mod is installed and check for existing situations (rather than adding my own triggers to in-game events). You should be able to do some conversations, kick Mazzy out of your party, delete the mod, play half the game, get Mazzy back in your party, reinstall the mod, and have it pick up right where it left off.

After you install the mod it will ask you if you want to install the restcheck tool. There's no reason to install this other than to test the mod. I use it to test to make sure the coding that prevents our mod's rest scenes from triggering with other rest scenes is working.

Like all mods if you want to install a later version of this mod you should uninstall the old one, delete the folder, and then put in the folder containing the later version of All Things Mazzy.

This thread is primarily for questions, bug-reporting, and for telling us that we're horrible people who have ruined Baldur's Gate II and thus your life. We also welcome dialogue suggestions (either changes or additions).

Thank you.

Mods for an elfy playthrough

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I'd like to return to BG2:EE with an elf character but I'd like to add as much elfy flavour as possible.

I'll probably for for a bladesinger character from Eldritch Magic.

I'm also going to install Tashia NPC mod.

Is there anything else you could recommend?

Total Critical Hit Chance Displayed on Character Record?

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Would it be possible to have a characters total critical hit chance be displayed on the character record?

For example: If a character placed two stars in two-handed weapon proficiency and wielded the Sword of Ruin (SoD) there critical hit chance should be +2 or 18-20? Currently only the +1 from two-handed weapon proficiency is displayed

Having some difficulty getting started with BGEE

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Basic game runs fine.

I want to start adding fixes, tweaks, mods, npc's a little at a time.

So, here I am trying to install the latest version of NPC Project, i.e., bg1npc-v23.3.exe

I'm getting the fatal error message that I need to install into the Infinity game engine folder.

I'm installing bg1npc-v23.3.exe into what I THINK is the game folder but I must be wrong about something. I tried to add some screen shots to show you what folder I am installing but I guess there's no way to do that here.

Any thoughts? Once I get going I'll be fine. I modded Tutu big time and don't remember having this issue.

I realize this is very basic... but I'm a basic kind of guy. CT

Ajantis mods now BG(II):EE compatible

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Ajantis now talks and joins you in BG(II):EE, too. The BG1 and BGII mods are updated. Note: All language versions are playable in BG(II):EE!

Sir Ajantis for BGII mod updates to v5. Changes are:
-BGII:EE compatibility,
-RE reactions (some, for a start)
-Anomen Tweaks deactivated (didn't belong here, anyway)
-corrected Imoen's DV for BGT version (Irenicus' Dungeon)
-minor tp2 code updates
-update to WeiDU v236
-change of mod name to "ajantisbg2"

Download Sir Ajantis for BGII


Ajantis BG1 Expansion updates to v11. Changes are:
-content for after Sarevok is defeated (for the games that go on, obviously)
-EET compatibility now also added.
-SoD content (Ajantis will not stay for the campaign, though).

Download Ajantis BG1 Expansion


Link to the BG(II):EE downloads section at Kerzenburgforum

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

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

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

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



Mod components are following:

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

Navigation:
UPDATE LOGS
INSTALLATION
SCREENSHOTS




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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Staff of Illusions +5: Simulacrum

-Staff of Invocation +5: Incendiary Cloud

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

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

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

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

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


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


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


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


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


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



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


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



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



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


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


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


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


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


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


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


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

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

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

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

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

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

v1.4
-Compatible with IWD:EE

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

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

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

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

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

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

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

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


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Download the latest release

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

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

I hope you enjoy it.


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

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

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



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

==> OVERVIEW

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

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

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


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

==> NUMBER OF TALKS:

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

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

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

SHS alternative download
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