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[MOD] IWD:EE Portrait Variations

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IWD:EE Portrait Variations

A mod for Icewind Dale: Enhanced Edition that gives you more options for enjoying the awesome portraits in the game.

It has two components which can be installed independently:
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Zoomed-in side bar portraits

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This component modifies all the built-in portraits, to make their small versions (which are displayed along the right edge of the main game screen) zoomed in closer and more consistently on the characters' faces.

It also flips them where necessary to make sure no characters are facing the screen edge.

Detailed preview:
This is what all the side bar portraits look like, when this component is installed:

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Photoshopped variations

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This component adds a few additional portraits which I photoshopped from built-in ones - either to make them suitable for other races and classes (e.g. Cleric weapon replaced with Mage weapon), or for cosmetic changes (e.g. hair color).

The variations appear right after the corresponding original in the in-game portrait selection screen.

Detailed preview:
The following lists all the portrait variations added by this component.

EFF- "Elf Female Fighter 1"

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  1. original
  2. with black hair + better contrast

HFF- "Human Female Fighter 1"

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  1. original
  2. wielding a mace [suitable for a Cleric]

2MBAR1- "Male Barbarian 1"

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  1. original
  2. zoomed in
  3. zoomed in + wielding scimitars [suitable for a Druid]

HEFC- "Half-elf Female Cleric 1"

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  1. original
  2. wielding a staff [suitable for a Wizard]
  3. red dress
  4. red dress + wielding a staff [suitable for a Wizard]

HMC2- "Human Male Cleric 2"

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  1. original
  2. better color balance

HFW3- "Human Female Wizard 3"

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  1. original
  2. without the sword & bow [suitable for a Druid]

GMT- "Gnome Male Thief 1"

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  1. original
  2. with pointed ears [suitable for a Gnome]
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Download

Latest version: 1.2

Get it from the github download page, or from the attachment to this forum post.

[MOD] EEUITweaks Mod Collection - All EE (v2.2+) Platforms

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EEUITweaks User Interface Mods Collection Version 2.6

The goal of EEUITweaks is to be a collection of the individual UI.MENU (i.e. Extended Edition 2.x+) mods/patches/tweaks from the BeamDog UI Modding forum; packaged as a single WeiDU collection. The advantages are to automate the tedious manual editing of UI.MENU, simplify multiple mod installations (particularly after an update), and to provide a single source from which many EE GUI mods can be accessed. It does NOT install the full UI replacement environments, although it does support modding them.

EEUITweaks supports BGEE, BG2EE, BGEE/SoD, PST:EE, and EET with the BG2(default) and SoD (EET_gui) user interfaces. It also supports installing mods on the Dragonspear UI++, BG2EE GUI To BGEE, LeUI, Revised Dragon Scale, IWD GUI for BG2:EE and BG:EE, and IWD2 for BG2 replacement UIs. In all cases, it will skip attempting to install useless or invalid mods for a particular environment (e.g. transparent sidebars on Dragonspear UI++).

EEUITweaks-master.zip contains the usual WeiDU setup-EEUITweaks.exe installation program and EEUITweaks mod files directory and should present no problem for those who are familiar with using WeiDU. For those who are not so familiar, there is a file named 'Installation.txt' within the zip's EEUITweaks directory that contains step-by-step instructions. For EET installations, EEUITweaks mods should be installed after Finalize EET (setup-EET_end component 1) and after any optional 'full UI.MENU' GUI packages.

If you've previously installed any of the mods supported by EEUITweaks using a stand-alone WeiDU setup, Please use the same stand-alone setup to un-install the mod prior to installing it with EEUITweaks. EEUITweaks will not be able to un-install it. Similarly, if you've manually installed a mod contained in EEUITweaks, I'd recommend manually un-installing it prior to re-installing via EEUITweaks.

Something that may not be familiar (unless you've used @CamDawg's excellent 'The Tweaks Anthology' package), is that EEUITweaks makes use of mod 'Groups'. This mechanism defines a relatively small number of categories, and associates each mod in EEUITweaks with the most relevant category. When you start EEUITweaks, it will ask you select the categories of interest. This makes it easier to install only a subset of the full collection - saves wearing out the 'N' key :smile:. Details of the groups (and the currently included mods) is in the message below.

I would like to thank all of the folks who have developed the mods/tweaks that appear in this collection. Without their efforts - it wouldn't be much of a collection. I'd particularly like to thank @lefreut whose suggestion in another Discussion provided encouragement to move this project from the "One of these days I need to..." phase to actual development.

Enjoy!

EEUITweaks-master.zip

Sandrah Saga For EET

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

Is there a mod that...

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I noticed that SoD likes to reset the xp of your companions in mid-adventure when you hit 200k xp or 250k or thereabouts. Is there a fix to this?

[Mod] Ascalon's Questpack (Kerzenburgforum)

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Ascalon's Questpack


During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific.

The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII.

CONTENT
Baldur's Gate I:

- A Job Well-Paid
What happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out.

- A Feast for the Gnolls
It was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son.

- The Great Carlini
Once a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss).

- Fangirls
True fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate...

- A Home for the Gibberlings
What does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently.

- The Lost Son
All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards.

- Of Wolves and Men
Aiwell the mage has barred her doors - from the outside. Find out why near High Hedge.

- Flopsy
An epic tale of honour, friendship and bunny-rabbits.

- The Serpents of Abbathor
A mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started.


Baldur's Gate II:

- A Halfling among the Eyeless
Who will help Mrs Lawner to find her missing son?


Download from official Download Site

Download from Jastey's GitHub

Is there any MOD that allows non-thief classes to "Disarm" Traps? [BG, BG2 and IWD]

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I've always found it very annoying that the power of Disarming Traps is entirely exclusive to only the Thief class in BG 1 & 2 and IWD. There are substitutes for stealth, open locks, detect traps and illusions, that are available to at least one other class, but there's no spell or ability that disarms traps or removes them. This makes playing without a thief very inconvenient, as even with extreme meta-gaming, it's not possible to remember the location and type, and avoid the effects of all traps, and moreover, summons too cannot be used for triggering traps. Many a times, I wished to solo with a non-thief character, but the problem of Traps always discouraged me from it (I'm just an amateur gamer, not a highly experienced veteran).

So, is there any MOD to allow non-thief classes to somehow Disarm Traps?

I've tried using opcode 279 [Button: Enable Button] to enable Thieving Skill Button, but it simply doesn't work!

Any spells, any items, any way, to disarm traps...without a Thief?

[MOD LIST] Lava's released EE mods

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As I have released many projects for different EE games, I've decided to make a thread that may help you find certain projects. You'll find here many different mods that work on Enhanced Edition games released by Beamdog.

In case you were looking for more information, you may also visit my website - Lava's Scriptorium.

Consider this only a list thread. If you have some questions or feedback, post it on

QUESTS

Colours of Infinity: Tales of the Deep Gardens
First project of the Colours of Infinity mod series. In the mod player may visit a peculiar new world located deep under Faerun - the world of Deep Gardens, ruled by the essences known as Colours.

Colours of Infinity: Innershade
Second project of the Colours of Infinity mod series. The mod introduces a brand new village - Innershade - surrounded by forest of Tethyr. Visit that place of unusual charm and help the villagers with a creature lurking in the mines.

Colours of Infinity: The White Queen
Third project of the Colours of Infinity mod series. Hear and experience the story of the White Queen from the Silent Swamps and find a way to finally ease the pain engraved in certain souls.

Colours of Infinity: I Shall Never Forget
Fourth project of the Colours of Infinity mod series. Meet Orion, a researcher who experienced dark and poisonous claws of loss and perhaps help him in his search of peace.

Southern Edge
The mod that adds a new district of Athkatla. A place with it's own tavern, merchants and most importantly, a story of a Parasite that may affect people and make them do things they would not normally do.

Eilistraee's Song
A quest mod which allows you to visit a brand new area - the Eilistraee's Clearing - and meet good drows who decided to serve someone much different to Lolth, the Spider Queen.

Will of the Wisp
A mod that allows shamans to gain a stronghold. Find Visionhive and assist it returning to its former glory. The mod also adds many new items, a new shaman kit, and Will - a joinable spectre shaman.

Skie: The Cost of One Girl's Soul
The mod allows you to continue plot started in Siege of Dragonspear in order to save Skie Silvershield in BG2. It also becomes possible to join Skie, but only if a separate component is installed and you succeed in your mission.

COMPANIONS AND RELATED

Colours of Infinity: Foundling
First of the two Colours of Infinity mod series NPC mods. It allows you to meet and join Foundling, the shadow master and a slave of the Shadow Dragon Bhaalspawn may meet at the Temple Ruins.

Colours of Infinity: Yvette
Second of the two Colours of Infinity mod series NPC mods. It introduces Yvette, a mysterious young girl, a cleric of Sune - the goddess of passion, art and love.

Verr'Sza (BG1)
A mod that adds a brand new companion to BG1EE and Siege of Dragonspear - a rakshasa named Verr'Sza. Will you dare to work with him? Mod includes a romance for both male and female characters.

Yoshimo Romance
In that original content expansion it becomes possible to find out more about (in)famous Yoshimo - the bounty hunter Bhaalspawn meets in Irenicus' dungeon. Mod includes talks for both male and female characters as well as a romance for female characters.

Wilson Chronicles
The mod turns a hidden BG2EE companion into a full NPC with banters, friendship talks and even some small quests. Are you ready to aid Wilson and become his beary good friend?

Skie Silvershield (from Skie: The Cost of One Girl's Soul)
The mod allows you to continue plot started in Siege of Dragonspear in order to save Skie Silvershield in BG2EE. If an additional component is installed, it becomes possible to join Skie once the girl is saved.

Petsy Chattertone
Meet Petsy, a halfling bard ready for new adventures that may inspire her and become a true heroine. Mod introduces a mod for males of short races.

White
Mod adds a human male barbarian to BG1EE names White (also known as White-as-Bones). The mod includes a romance with male characters.

La'Valygar
This small mod adds some talks for Valygar, the ranger - stalker from original Baldur's Gate 2. New talks are added for both Shadows of Amn and Throne of Bhaal.

Quayle BG2
The mod allows you to pick Quayle over Aerie. Note that Quayle will only join the group if Aerie is lost during a small quest added by this mod.

Varshoon
The mod adds a playable illithid to BG2EE. But will he respect your commands? The mod includes a special respect-based system which will affect his behaviour in the Underdark.

Dusky for IWD:EE
The mod adds a joinable NPC for IWD:EE - Dusky, the half-orc cleric/thief. Mod was developed as an addition to Kulyok's IWD NPC Project. The mod includes a romance with male characters.

SPELLS, ITEMS, TWEAKS

Weasels!
A small mod that adds weasel-oriented spells and items for BG1EE, BG2EE and IWDEE. Because all those games really needed weasels!

LavaIt! IWDEE
This mod adds many new items for IWDEE. A fair project for those who know every inch of IWD and would like to find some new gear to put on his/her characters.

La'Viconia
A mod that allows player to change Viconia to a dual-classed or multi-class cleric/assassin. This mod may be slightly outdated and will not allow to change SoD Viconia. Hopefully it will be updated in future.

* * *

Note that this list includes only those project of which I am main author. I also contributed in creating many other mods, maintained some and created translations, yet I just helped there so you won't find them on this list. I also excluded mods that work only on non-EE games or are extremely outdated.

In case some hosting site went down, I also created a backup download on DropBox.

[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.

[MOD] Bubb's Spell Menu (for real this time!)

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Overview:

This mod seeks to replace the standard hotbar spell selection with a more powerful version. The set of enhancements over the default spell selection includes a searchable spell list, and the ability to sort spells based on name, primary type, and level.

Versions:

Normal

Screenshots:

Searching for "Summon"



Sorting by Name



Sorting by Primary Type



Sorting by Level





Changelog:
v1.2: Fixed bug where duplicate spell entries were being shown. Cleaned up code.
v1.1: Added Type category. Fixed alignment issue with search bar. Refactored code.
v1.0: Initial release.

Light

Overview:

I'm sure some have felt like the normal version of this mod goes over the top. The menu is big, it's bulky, and it is somewhat intrusive to the world screen. In consideration to this feeling I've made a "light" version of this mod, which only includes a search bar. This version is much more integrated with the vanilla GUI, as the search results are displayed in the hotbar itself; nice and tucked away on the bottom of the screen.

Standalone features:

The spell selection uses the default behavior until a term is inserted into the search bar. Once a search term is entered the hotbar transforms into a list of search results; these results mimic the default spell selection behavior.

Note: The green slot in the search results is the slot that will be picked if "enter" is pressed while typing in the search field. This is useful for quickly picking a spell when you've typed enough characters to narrow the list down to one entry.

Screenshots:

Searching for "Summon"



Searching for "Protection from"





Changelog:
v1.2: Reverted unintentional edits to message box. Cleaned up code.
v1.1: Critical fix regarding a failure to pick spell when hotbar was moved before inputting search term.
v1.0: Initial release.

Extended

Overview:

If the list view from the normal version of this mod doesn't strike your fancy, this version very well might. This version emulates the slots from the default spell selection, and arranges them in such a way that all spells will be visible at once. This is useful for players who are irritated by the lack of visibility in the default spell selection.

Screenshots:

Cleric / Mage All Spells



Cleric / Mage Filter By Mage Spells



Cleric / Mage Filter By Cleric Spells



Cleric / Mage Left Align





Changelog:
v1.4: Fixed quickspell selection. Fixed spell uuids showing in temple healing services.
v1.3: I was an idiot and accidentally changed something in WeiDU that broke the mod when you cast a spell, all is fixed now.
v1.2: Added spell type filtering. Added optional left align.
v1.1: Fixed Spell UUIDs appearing in the priest spell selection in character creation.
v1.0: Initial release.

Known Issues:

Due to the hardcoded nature of the hotbar, the number of times a spell is able to be cast cannot be listed in any of the enhanced spell menus.

Installation:

Download normal version: Here
Download light version: Here
Download extended version: Here

Download the zip file of the version you wish to install from one of the links above, and copy the contents into your Baldur's Gate II EE's base folder. Run the setup-bubb_spell_menu.exe, and you are good to go!

NOTE: The mod only supports Baldur's Gate II EE at the moment, though if there is demand I will attempt to port the mod to the various enhanced editions.

[MOD] -Scales of Balance- a post-hac tweak mod

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THIS MOD IS deprecated REVIVED!!

https://github.com/UnearthedArcana/Scales_of_Balance/releases

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

- Item/Weapon Overhaul (in 5 parts)
- Weapon Proficiency Overhaul (in 4 parts)
- Saving Throw Overhaul
- Stat bonus tweaks (in 2 parts)
- Hit dice tweaks (2 options)
- XP tweaks (in 2 parts)
- Magic Resistance Overhaul

That's it!

Full Readme:

https://github.com/UnearthedArcana/Scales_of_Balance/blob/master/README.md
...

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

Cheers!

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):
https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

Might & Guile (warrior & rogue tweaks and kits, by me!):
https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

NPC_EE (add any kit to any NPC):
https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

---------------------------------------------------

HUGE UPDATE! Version 3, finally!
I can't fit the whole changelog in this post, you can read it here:
http://forums.beamdog.com/discussion/comment/642866/#Comment_642866

DOWNLOAD:
IGNORE the files attached to this post, they are very much out of date. Get the mod here:
https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.4
(Click "Source code (zip)")

README:
You can read all about the mod components here:
https://dl.dropboxusercontent.com/u/86011511/README-SoB.html

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and roughly 15 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A very general idea of what the mod contains (not in this order):

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- minor tweaks and rebalancing for vanilla warriors, rogues, and divine classes
- revised kensai kit that actually specializes in one weapon class, like the description says
- MAJOR revisions to druid shapeshifting
- wizards class changes, including at-will cantrips, innate metamagic, and tweaks to the spell battle system
- MAJOR specialist wizard kit and spell school changes, making all 8 specialists fun and unique

2) New kits, all balanced against the vanilla game and based on solid, lore-friendly 2E and FR sources.
- 2 new fighter kits (Corsair, Marksman)
- 4 new ranger kits (Mage Hunter, Barbarian Ranger, Elven Archer, Halfling Slinger)
- 7 new cleric kits (priests of Selune, Sune, Tymora, Leira, Shar, Malar, Baervan Wildwanderer)
- 2 new druid kits (Purifier, Elementalist)
- 2 new thief kits (Scout, Sniper)
- 5 new bard kits (Jongleur, Loremaster, Gallant, Meistersinger, Loresinger of Milil)
- 10 new multiclass kits! (Bladesinger, Spellfilcher, Spellbender, multiclass priests of Mask, Mystra, Arvoreen and Brandobaris, and more)

3) NPC modifications. These components allow you to apply some of the new kits, or some original kits, to various NPCs. (This is basically for EE players who can't use the Level1NPCs mod.)


A note on installation:
- Install SoB after almost everything else. After BG2Tweaks, after SCS, after aTweaks. The only stuff that should be installed after this are FPPS, Generalized Biffing, NPC_EE, Level1NPCs, lolfixer, etc. Not much.

Sarevok57's Mega Icewind Dale Mod is finally here and it's a big one

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Come one come all, I have finally finished this massive mod that I have made for IWD/HOW, I believe it took me over 320 hours to complete in a 3 week period or so but anyways, on to the good stuff, unless you just want to skip all of what this has to offer if you like surprises, so just go straight to the bottom for install details

PS: I will always keep the most up to date mod for download at the bottom of this page for convenience of new comers

First big improvement: Difficulty setting

the difficulty setting now greatly impacts how the game is played, on a lower setting enemies will use less spells and abilities, on higher settings more monsters/ more powerful monsters will spawn, and enemies will use better spells and abilities, to learn more, once you install the mod, check out what the difficulty slider has to say about the difficulty settings

Next: Sound sets have been restored to EVERYBODY

what this means is that EVERY SINGLE NPC in the game has a sound set now ( although I forgot to do the summons from spells, but to be honest they don't really need it anyway) this took a mammoth amount of time and effort to do and the reason why I did it, was to make the game feel more alive, and it actually does help a bit, instead of the dead cold silence everyone had before

Next: More music tracks

speaking about sound sets, I've noticed that IWD can be quite silent, especially when it comes to combat music, so I've added a lot of combat music to the game ( in fact everywhere that can have combat music has been added) I didn't replace any of the original IWD tracks though, so those are still there, to me this music track addition really helps bring the game to life a little better I think

Next: Weapon Proficiencies

weapon proficiencies have had a huge over haul, as in some classes can go as high as 7 points in one weapon, so make sure to double check the maximum proficiency points your class is allowed to have in weapons and weapon styles, even weapon styles can go as high as 5 points now as well, so be aware and check out the new proficiency point system for weapons and weapon styles( also note, if you are at 5 proficiency points and you see that it looks like it's maxed out - because of space limitations- try me, if your class allows it, you can keep pointing the points on, it just won't show up on the level up screen, but it will on the record page)

Next: A whole bunch of new items

I have added a whole bunch of new items to the game, so can be found, some can be bought, I don't recall how many I added, probably close to 50+ I'm thinking, I also tried to make it so they weren't to over powered of an addition, and also there is one secret item that I have added, and there is only one way to get it, so happy lurking

High Quality Bastard Swords:

I noticed that in the original these swords were a little hard to see which ones were plain and which ones where high quality, so I made the high quality ones have a blue hue so it's higher to determine which sword is which

All weapons with abilities attached to them:

I've updated every single weapon in the game to make it more fair, some weapons ( like hold fast ) for example were brutally over powered, so now all weapons have a save for their effect, and most effects have a lot shorter duration for their effect ( although the odd weapon may have no save for their effect, the duration will still be a lot shorter

Magical Two handed axes:

Magical two handed axes will now have a different color to represent their magicalness, so to make them a lot less mundane

Weapons with Damage Resistance:

Because of the Dwarven Defender and Barbarian classes it's very easy to have high damage resistance, especially with some of the weapons in IWD, so I toned down the damage resistance of most of the weapons ( usually 10% is the highest which is still good) also the bone marrow belt I toned it down to 15 % slashing ( as apposed to the ridiculous 50% it had before) all armors have been unchanged though ( since it's mostly studded leathers that have damage resistance, and even the ones that aren't studded leather are quite reasonable)

Armors and Shields with Damage Resistance:

I've updated all the armor and shields that have damage resistance to be less insane then they previously were, thanks to dwarven defenders ( at least before my mod ) you could get over 100 % damage resistance, so now, no armor or shield will grant more than 10% ( except for maybe the odd few )

Next: Stores and Temples have been upgraded

As the title says, A LOT of the stores have been upgraded ( and by a lot I mean all of them) and quite a few of the temples have been upgraded as well so anytime you go to a store or a temple, check out and see what new goodies they have, and speaking about stores, I have made it so items are more expensive and you get less money for selling items so then you don't sit on a moon size chunk of gold the time you get to the end of the game, I've actually found it to be quite effective, plus no one will buy wands ever ( I couldn't make it so if you sold a wand and bought it back, to make it so it only gives a small amount of charges, its always 50 or 100) I did this to help calm down the OPness of wands, so what you get is what you get, so be wary

Next: Experience Points have been altered

you are going to see a familiar experience point allocation if you played bg2, I have changed a lot of the experience to give quest xp to each character instead of just getting that huge wad in one go, (although some quests will give a set amount) again I found this to be a more effective way of doing experience, plus it also helps give you solo'ers a much bigger challenge, also your difficulty setting will sometimes affect your experience from quests as well, the higher the setting, the more you will get, even a few boss enemies' experience point gain are based on the difficulty setting as well

Next: Bonus Experience for traps/locks/ and scrolls

I have added this into IWD since it's already in the bg games, although its not to huge, as scrolls will give level x 50 XP, and you will see what traps and locks will give, and as per usual the higher level your thief is, the more XP from traps and locks

Next: Max Level

I have increased max level to 40, and all it really does is give a little bit of HP gain, a tiny bit of a spell gain, and maybe perhaps a small saving throw gain, I really did it for those people who really want the full experience of HoF mode on insane and not get capped out to quick, with me, I did a full run on insane with the XP boost off, and I think I hit around a little under 3.5 million the time I got to the last boss in HOW, so having the level cap at 40, does not change gameplay all that much for those that are worried

Next: Superior Strength

I have altered superior strength scores ( 18/01-18/99) in which now for every point you have in the 18/xx will give you an extra 2lbs of weight allowance, so a score of 18/20 STR will now allow you to carry 240 lbs, while a score of 18/70 will allow you to carry 340 lbs, this makes it so now matte what your superior strength is, it will affect your weight allowance based on your 18/xx, and 400 is still 18/00

Next: I have changed some spells

there is a small list of spells that I have changed, nothing big, just to add a little big more flavor to them ( plus cloak of fear was bugged and did nothing so I had to fix that HA) so here is the list of spells that have been changed, check out their new spell descriptions in the game:

Chromatic Orb
Defensive Harmony
Flesh to Stone
Cloak of Fear
Flamestrike
Bless

Now it's time for the big ol' .2da list, so here is the rest of the changes I have made according to the .2da files:

Half-Orcs:
get a -2 penalty to charisma as well ( since 19 str/con is too good to only get -2 int)

Alignments:
A lot of classes have had their alignments revamped ( so no lawful berserkers or barbarians sort of thing) plus druid now can be neutral evil or neutral good, so make sure to check for your alignment choices

Character Sounds:
If you have my jon irenicus soundset ( which is on this forum somewhere) you can use it with this mod and his sounds will have subtitles if you like that sort of thing

Classes:
some classes have become more available to more races ( any type of elf can now be a druid, didn't know if that was implemented before) and now gnomes can be bards ( except for blades, since blade is more of a warrior subtype than a musician subtype) plus halflings can be cleric/thieves as well, so make sure to check it out

Dwarven Defender:
the dwarven defender is an outrageously over powered class, especially in IWDEE and what makes it more so is it's ridiculous dwarven defender ability, so I have altered this ability to be more like the DND v3.5 ability to make this class way more fair, and the ability being thus: lasts 10 rounds, the dwarf gains +2 strength/constitution/AC/saves and has the 50% movement rate penalty

Racial Enemies:
there has been some additions to the racial enemies, so make sure to check it out, but also a warning; some of the harder enemy racial enemies might not appear on higher difficulties, so just keep that in mind depending on which difficulty you play on

Hit Points:
I have altered how HP work a little bit, now every class' hp will get a roll up to level 10 ( although thief and mages are still the only one who get a HP bonus at level 10, I cant figure out how to make the rest of the classes do it) plus barbarians and dwarven defenders get 4 HP per level pass 10 instead of 3

Intelligence:
I have affected intelligence a little bit for when it comes to spell learning and how many spells you can have per level the info can be find in this table:

LEARN_SPELL______MAX_SPELL_LEVEL______MAX_SPELLS_PER_LEVEL

9___ 35___ 4___ 6
10___ 40___ 5___ 7
11___ 45___ 5___ 7
12___ 50___ 6___ 8
13___ 55___ 6___ 9
14___ 60___ 7___ 10
15___ 65___ 7___ 12
16___ 70___ 8___ 14
17___ 75___ 8___ 16
18___ 85___ 9___ 18
19___ 90___ 9___ 20
20___ 95___ 9___ 25
21___ 96___ 9___ 30
22___ 97___ 9___ 35
23___ 98___ 9___ 40
24___ 99___ 9___ 45
25___ 100___ 9___ 50


Bonus Priest Spells:
this table has been altered a bit as well, I have made it a little bit more spread, so its a little easier to get bonus level 6 and 7 spells, and I believe at max wisdom you only get +3 bonus spells per level instead of 4, so its only a little different, and not too much of a game changer, some spell levels you might have a spell less than you should, but others you might have a spell more

Lore:
I have altered lore tables a little bit, everyone is the same as before except that clerics now get 2 lore points per level now instead of 1 ( I thought it made sense since a lot of temples can identify, so you would think that clerics would be quite knowledgeable as well

Racial To Hit Bonus:
Dwarves now get a +1 bonus to hit with axes ( since dwarves get a bonus with the waraxe in 3.5)

Reputation:
it is now possible to hit 20 reputation, there is 2 ways of doing it: doing heroic deeds, or spending some serious coinage at a temple, having that higher REP has the same effect that it had in bg, if you are curious on what the new donate table is here it is:

1 5000
2 4500
3 4000
4 3500
5 3000
6 2500
7 2000
8 1500
9 1000
10 750
11 500
12 1000
13 2500
14 5000
15 7500
16 10000
17 15000
18 25000
19 50000
20 n/a
That is how much money you need at that score to raise it to the next point


Random Treasure:
the random treasure tables have been altered quite a bit, where only useful items will be obtained, and plus enemies will now be using those random items instead of them just chillin in a crate or box or whatever, plus some of the better ones will only be obtainable on higher difficulties so player be aware of that as well

Racial Saving Throw Bonus:
I have altered this table just a little bit, it still basically works the same as before except now you don't get the +5 bonus unless your CON is 20 instead of 18, and plus you need at least 12 CON before you even get a bonus period

Pick Pocketing:
some pick pocketing tables have been changed ( like the score you need to obtain certain items; boots, belts etc.) plus there are a lot more pick pocketable targets in the game as well, so if ya got a good pick pocket score, go nuts and find some goodies...



so yeah, that's all I can think of at the moment, there could easily be more added bonuses and upgrades that I can't think of at the moment ( since I revamped the ENTIRE game) so yeah, now for the install:

INSTALLING THE MOD

Step 1:

unzip the mod folder and there is going to be 2 files in there: a dialog file, and the override folder filed with all the goodies

Step 2:

-first, back up your dialogue talk file, it will be in your IWD directory, if you are using steam, it will look something like this:
-Disk C/Steam/SteamApps/Common/Icewind Dale Enhanced Edition of if you got it from beamdog it might look like this:
-Disk C/BeamDog/Games/007xx ( I don't have IWD from beamdog's launcher, but I know it's not 00766, or 00783)
-so where ever your directory is, you want to go there and go to the "lang" file and go to the "en_US" file and you will see the dialogue talk file there
-what you will want to do is copy paste that somewhere safe because that is your original and in case something messes up with this mod, you can always fall back to the original, so make a copy of that one

Step 3:

after you have made your original copy of your dialogue talk file, replace the one that is in your "en_US" folder with one from the mod, this mod add over 1200 string references, so you will definitely need this updated dialogue talk file or else there is going to be a lot of missing strings

Step 4:

now you need to go into the directory where your "lang" folder was ( it also has "data", "movies", "scripts" ect..) this is where you want to put the mod override folder, if you already have one in there, then take all 2377 items from the mod override folder and put them into your existing folder

Warning:

I had no prior mods installed before I made this mega mod, so if you have other mods, you will probably have to install them after this one, since this mod basically replaces everything, and be careful with mods that effect the dialogue talk file, I used the strings directly after the last one ( which I think was around 40830) so if your mods use dialogue strings from 40830-42200 or so, you will see some odd strings pop in the odd place

So, that is the jist of what this mod does, it certainly does add quite a bit of flavor to the game, and please, by all means, if you find bugs, tell me so then I can fix them as soon as possible, I did quite the extensive test on insane difficulty, and based on how my AI's are set up, if insane didn't work, then the rest wouldn't but you never know, so have fun, and tell me your thoughts and feelings, and ask questions if ya got 'em :)

Restricting Specialist's extra Spell Slots to Specialist's School Spells

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This mod aims to implement proper spell slot restrictions for Specialist mages, forcing them to choose a spell from their school for their bonus spell slots.

Weidu should be able to install it so long as the section dealing with the Mage Spellbook hasn't already been altered. It uses REPLACE_TEXTUALLY for all its changes, if there is a better way I am open to suggestions.

The marker effects for this are applied to specialists at level 1 through the CLAB, so games already in progress will require force-casting a spell on existing specialists through the console. This marker effect will remain if the mod is uninstalled, but does nothing by itself and will not affect gameplay otherwise. This marker is a dummy sequencer, so the Sequencer Active portrait Icon will always be in effect, and it will show up as a blank line in the active Contingencies list.
It needs to be installed after any mods that add or alter Mage spells or creatures with specialist kits, so they can receive proper recognition.

ConsoleCast:
C:Eval("ActionOverride(Myself,ReallyForceSpellRES(\"MSCHOOL\",Msyelf))")
Only the 8 specialist mage kits will receive the marker, it will have no affect on others, including Wildmages and Mod-added kits. This effect will stack if used multiple times on the same creature.

Two install modes, each with option for 1 or 2 spell slot devotion:
- First option restricts slots even if none of a given school/level exist in game.
- Second does not restrict slots for a given school/level if none exist. This will give free spell selection for Schools(levels): Illusion(9), Transmutation(5, 8), Divination(7-9), and Enchantment(6-9) without modded added/altered spells. At present this option will only detect spell filenames SPWI[1-9][00-50].

Two optional components:
- First causes the extra spells slots from Edwin's Amulet to be treated the same way, requiring Conjuration Spells be put in them. The effect added to the Amulet can be added to anything, using "MSCHOOL#" as the resource, where # is the Spell School(as assigned to spells), forcing an extra slot of every spell level to go to that spell school.
- Second causes items that double spell slots(Evermemory) to also double forced specialist school slots.

Specialist School spells and slots are identified by colored background, specific to each school border:




If you would prefer to manually edit UI.Menu:
Comment out "INCLUDE ~%MOD_FOLDER%\UIMENU.tpa~" in the "SPECIALIST_BOOK.tp2" file, its the last line.
Replace these three functions:

function magePageInfo()
	if bookMode == 0 then -- Regular
		if characters[id].hasSorcererBook then
			return t("SPELLS_CAN_CAST_LABEL") .. ": " .. characters[id].mageDetails[currentSpellLevel].slotsRemaining .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		else
						local num = 0
			for k, v in pairs(specialistSlot) do
				if v.resref ~= "NULL" then
					num = num + 1
				end	
			end
			num = num + #bottomSpells
			return t("MEMORIZED_LABEL") .. ": " .. num .. "/" .. characters[id].mageDetails[currentSpellLevel].maxMemorized
		end
	elseif bookMode == 1 then -- Sequencer/Contingency
		return t("SPELLS_LABEL") .. " :" .. #bottomSpells .. "/" .. #bottomSpellsPlaceHolder

	end
	return ""
end

function refreshMageBook()
	if currentSpellLevel == nil then
		currentSpellLevel = 1
	end
	if bookMode == 0 then
		if characters[id].hasMageBook then
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			newBottomSpells = filterMemorizedMageSpells()
			
			if showMageMemorizationFlash == true then
				createMageMemorizationSparkle(0,0,36,36,"memorizedListMage", findFirstDifferenceInSpellList(bottomSpells, newBottomSpells))
				showMageMemorizationFlash = false
			end
			bottomSpells = newBottomSpells
			getSpecialistSlot()
			local x,y,w,z = Infinity_GetArea('memorizedListMage')	h = x - 72	newX = #specialistSlot * 36 - h
			adjustItemGroup({'memorizedListMage', 'spellframeMageList', },newX,0,0,0)
			bottomSpellsPlaceHolder = makeBlankTable(characters[id].mageDetails[currentSpellLevel].maxMemorized)
			for index = 1, #currentSchool[currentSpellLevel], 1 do
				table.remove (bottomSpellsPlaceHolder, 1)
			end 
		else
			bookSpells = characters[id].mageSpells[currentSpellLevel]
			bottomSpells = {}
			bottomSpellsPlaceHolder = {}
		end
	elseif bookMode == 1 then
		bookSpells = filterContingencyMageSpells()
		bottomSpells = sequencerSpells
		bottomSpellsPlaceHolder = makeBlankTable(contingencyMaxSpells) 
		contingencyDescription = mageBookStrings[contingencyResRef].tip
	end
end

function setMageBookLevel(num)
	currentBookSpell = 0
	currentSpellLevel = num
		specialistBookFilter()
	mageScreen:SetSpellLevel(num-1)
	refreshMageBook()
end

and all of menu 'MAGE':

menu
{
	name 'MAGE'
	align center center
	greyscale lua "mageBookEnabled == false"
	modal lua "bookMode == 1"
	onopen "
		showMageMemorizationFlash = false
		mgpage = nil
		setMageBookLevel(1)
		if showContingency then
			Infinity_SetArea('bookListMage', nil, 374, nil, 200)
			Infinity_SetArea('bookDescription', nil, 374, nil, 200)
		else
			Infinity_SetArea('bookListMage', nil, 174, nil, 400)
			Infinity_SetArea('bookDescription', nil, 174, nil, 400)
		end
		if bookMode == 1 then
			contingencyDescription = mageBookStrings[contingencyResRef].tip
		end
		currentContingencyCondition = 0
		currentContingencyTarget = 0
		currentAnimationID = 1
		updateCounterMemorizationSparkles = 1
		"
	onclose "
	"
	button
	{
		enabled 	"CurrentlyInGame()"
		on escape
		action
		"
			--Return to world screen on escape 
			e:SelectEngine(worldScreen)
		"
	}
	template
	{
		label
		{
			enabled "showMemorizationSparkle(instanceId)"
			ignoreEvents
			area 0 0 45 42
			bam "FLASHBR"
			usealpha lua "true"
			frame lua "memorizationFlashes[instanceId][2]"
			align center center
		}
		name "TEMPLATE_mageMemorizationSparkle"
	}
	label
	{
		area 0 0 864 710
		mosaic "GUIMGB2"
	}
	label
	{
		area		82 10 700 44
		text lua	"mageBookTitle()"
		text style	"title"
	}
	label
	{
		area 		210 59 446 30
		text lua	"mageBookAction()"
		text style	"label"
	}
	button
	{
		area		168 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	0
		enabled		"maxMagePage > 0"
		action		"setMageBookLevel(1)"
	}
	button
	{
		area		227 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	1
		enabled		"maxMagePage > 1"
		action		"setMageBookLevel(2)"
	}
	button
	{
		area		286 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	2
		enabled		"maxMagePage > 2"
		action		"setMageBookLevel(3)"
	}
	button
	{
		area		345 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	3
		enabled		"maxMagePage > 3"
		action		"setMageBookLevel(4)"
	}
	button
	{
		area		404 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	4
		enabled		"maxMagePage > 4"
		action		"setMageBookLevel(5)"
	}
	button
	{
		area		464 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	5
		enabled		"maxMagePage > 5"
		action		"setMageBookLevel(6)"
	}
	button
	{
		area		523 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	6
		enabled		"maxMagePage > 6"
		action		"setMageBookLevel(7)"
	}
	button
	{
		area		583 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	7
		enabled		"maxMagePage > 7"
		action		"setMageBookLevel(8)"
	}
	button
	{
		area		644 110 54 54
		bam		GUIPRTC
		highlightgroup	mgpage
		sequence	8
		enabled		"maxMagePage > 8"
		action		"setMageBookLevel(9)"
	}
	list
	{
		column 
		{ 
			width 15
			label
			{
				area	0 0 -1 -1
				bam	lua "bookSpells[rowNumber].icon"
				enabled "specialistIcon(0)"
				align	center center
			}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	2 2 36 36	icon lua "bookSpells[rowNumber].icon"	greyscale lua "bookSpells[rowNumber].castable == 0"
				enabled "specialistIcon('8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		column 
		{ 
			width 85
			label
			{
				area		0 0 -1 -1
				text lua "Infinity_FetchString( bookSpells[rowNumber].name)"
				text style "normal_parchment"
				text align left center
			}
		}
		area 94 174 316 400
		name 		"bookListMage"
		rowheight	40
		table		"bookSpells"
		var		currentBookSpell
		scrollbar	'GUISCRC'
		action		
		"
			contingencyDescription = 0
			if cellNumber == 1 then
				if bookMode == 0 then
					if #bottomSpells < #bottomSpellsPlaceHolder or SpecialistMemorize() then
						createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
						Infinity_PlaySound('GAM_24')
						showMageMemorizationFlash = true
						
					mageScreen:MemorizeSpell( bookSpells[currentBookSpell].level, bookSpells[currentBookSpell].index )
				end
				elseif bookMode == 1 and #bottomSpells < #bottomSpellsPlaceHolder then
					mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
				end
			end
			if lastCurrentBookSpell == currentBookSpell and cellNumber == 2 then
				currentBookSpell = 0
				contingencyDescription = mageBookStrings[contingencyResRef].tip
			end
			lastCurrentBookSpell = currentBookSpell
		"
		actionalt
		"
			if cellNumber == 1 and bookMode == 0 and characters[id].hasSorcererBook == false then
				popup2Button(24485, 'REMOVE_BUTTON', function() mageScreen:EraseKnownSpell(bookSpells[currentBookSpell].resref) end)
			end
		"
	}
	label
	{
		area 100 178 314 192
		rectangle 1
		rectangle opacity 200 
		enabled "showContingency"
	}
	label
	{
		area 104 182 310 48
		enabled "showContingency"
		text "CONDITION_NORMAL"
		text style "normal"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyConditions[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 104 224 310 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyConditions"
		var		currentContingencyCondition
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyConditions[currentContingencyCondition].desc
		"
	}
	label
	{
		area 452 176 322 193
		rectangle 1
		rectangle opacity 200 
		enabled "showContingency"
	}
	label
	{
		area 464 176 310 48
		enabled "showContingency"
		text "TARGET_NORMAL"
		text style "normal"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area		10 0 -1 -1
				text lua "Infinity_FetchString( contingencyTargets[rowNumber].strref)"
				text style "normal"
				text align left center
			}
		}
		area 458 228 316 141
		enabled 	"showContingency"
		rowheight	40
		table		"contingencyTargets"
		var		currentContingencyTarget
		scrollbar	'GUISCRC'
		action
		"
			contingencyDescription = contingencyTargets[currentContingencyTarget].desc
		"
	}
	text
	{
		name		"bookDescription"
		area		452 174 316 400
		text lua 	"mageBookDescription()"
		text style	"normal_parchment"
		scrollbar	'GUISCRC'
	}

	list
	{
		column 
		{ 
			width 100
			label
			{
				area	0 0 -1 -1
				bam	"SPELFRMS"
				sequence 0
				align	center center
			}
		}
		area 72 658 714 36
		
			name "spellframeMageList"
			enabled "#bottomSpellsPlaceHolder ~= 0 or bookMode == 1"
		rowwidth	36
		table		"bottomSpellsPlaceHolder"
	}
	list
	{
		column
		{
			width 100
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '1')"	progressbar 100	progressbar full 0 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '2')"	progressbar 100	progressbar full 31 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '3')"	progressbar 100	progressbar full 0 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '4')"	progressbar 100	progressbar full 63 63 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '5')"	progressbar 100	progressbar full 63 0 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '6')"	progressbar 100	progressbar full 63 0 0 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '7')"	progressbar 100	progressbar full 0 63 63 0	align	center center	}
			label	{	area	0 0 -1 -1	enabled "isSpecialist(rowNumber, '8')"	progressbar 100	progressbar full 0 0 127 0	align	center center	}
		}
		name "specframeListMage"
		area 72 658 714 36
		rowwidth	36
		table		"specialistSlot"
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
	}
	list
	{
		column
		{
			width 100
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '1')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '2')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '3')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '4')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '5')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '6')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '7')"	align	center center	}
			button	{	area	0 0 -1 -1	bam lua "specialistSlot[rowNumber].icon"	greyscale lua "specialistSlot[rowNumber].castable == 0"	enabled "isSpecialist(rowNumber, '8')"	align	center center	}
		}
		name "specialistListMage"
		area 72 658 714 36
		enabled "not isSpecialist(0, 0) and characters[id].mageDetails[currentSpellLevel].maxMemorized > 0"
		rowwidth	36
		table		"specialistSlot"
		var		currentBottomSpell
		clickable lua	"specialistSlot[rowNumber].resref ~= 'NULL'"
		action	"actionSpecMemorize(currentBottomSpell)"
	}
	list
	{
		column 
		{ 
			width 100
			label
			{
				area	0 0 -1 -1
				bam	lua "bottomSpells[rowNumber].icon"
				align	center center
				greyscale lua "bottomSpells[rowNumber].castable == 0"
			}
		}
		area 72 658 718 36
		name 		"memorizedListMage"
		enabled 	"#bottomSpells ~= 0"
		rowwidth	36
		table		"bottomSpells"
		var		currentBottomSpell
		action		
		"
			if bookMode == 0 then
				showMageMemorizationFlash = false
				mageScreen:UnmemorizeSpell( bottomSpells[currentBottomSpell].level, bottomSpells[currentBottomSpell].memorizedIndex )
				Infinity_PlaySound('GAM_44')
			elseif bookMode == 1 then
				mageScreen:UnSequenceSpell( bottomSpells[currentBottomSpell].resref )
				table.remove(sequencerSpells, currentBottomSpell)
				bottomSpells = sequencerSpells
				currentBottomSpell = 0
			end
		"
	}
	label
	{
		area 282 594 300 40
		text lua "magePageInfo()"
		text style "label"
		rectangle 0
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 0 and (#characters[id].contingencySpells > 0 or #characters[id].sequencerSpells > 0)"
		bam GUIBUTMT
		text "CONTINGENCY_BUTTON"
		text style "button"
		action "Infinity_PushMenu('MAGE_CONTINGENCY')"
		
	}
	button
	{
		area 52 594 230 44
		bam GUIBUTMT
		enabled "bookMode == 1 or characters[id].hasMageBook"
		clickable lua "SpecialistMemorize() and currentBookSpell ~= 0"
		text "MEMORIZE_BUTTON"
		text style "button"
		action 
		"
			if bookMode == 0 then
				createMageMemorizationSparkle(1, 0, 40, 40, 'bookListMage', -1)
				showMageMemorizationFlash = true
				mageScreen:MemorizeSpell( characters[id].mageSpells[currentSpellLevel][currentBookSpell].level, characters[id].mageSpells[currentSpellLevel][currentBookSpell].index )
			elseif bookMode == 1 then
				mageScreen:SequenceSpell( bookSpells[currentBookSpell].resref )
			end
		"	
	}
	button
	{
		area 582 594 230 44
		enabled "bookMode == 1"
		bam GUIBUTMT
		text lua "contingencyDoneButtonText()"
		text style "button"
		action 
		"
			if contingencyComplete() then
				mageScreen:DoneSequencingSpells()
			else
				mageScreen:CancelSequencingSpells()
			end
			e:SelectEngine(worldScreen)
		"
	}
}

Replaced initial version with colored version.
Added option to exclude empty spell levels.
Fixed an issue updating CLAB's.
Fixed issue with allowing non-standard spell filenames in specialist slots.

BG1NPC v23.1

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BG1NPC Project has been updated and officially released with BGEE compatibility!

BG1NPC Project
This mod expands on the depth of character and levels of interaction with the NPCs from the BG game. When BG2 was released, one of the major improvements in many peoples' eyes was the increased level of interaction one could have with the party members. This mod was developed to allow BG players a similar experience. NPCs in your party now have banters with the PC , with each other, and small side-quests of their own. As we were unable to get the original character voice actors to voice all the new lines, we instead sought out music appropriate to each NPC to be played whenever they initiate banter. This musical package is a separate, optional package (to keep the download size down).

Project Website: http://www.gibberlings3.net/bg1npc/
Download: https://github.com/Gibberlings3/BG1NPC/releases/latest
README: http://www.gibberlings3.net/readmes/readme-bg1npc.html


Note for Steam/GOG users with SoD installed: Before installing BG1NPC or any other mods, you will need to use the ModMerge utility to make your game moddable.

https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use/p1


Changes for version 23.1: 2017-12-03
  • Fixed Tutu install + more German proofreadings - Thanks @jastey!


Changes for version 23: 2017-11-13
  • Updates for EET compatibility to bg1npc.tp2 and x#player1_bgee.d.
  • Moving some large code blocks to .tpa files to clean up bg1npc.tp2
  • Fixed hardcoded strings in x#mag14d.baf
  • Fixed bug with Amarande dialog
  • Fixed bug with Edwin's golems in Spiderwood
  • Fixed bug with Winski's demon spawning neutral
  • Fixed minsc dialogue problame x#miint.d + x#miint2.baf
  • (BGT) Jaheira's interjection in Black Lotus tent
  • Remove added trans triggers from Seniyad's dialog
  • Replace David Jansen's "shout" script
  • tp2: changed from REQUIRE_FILE to REQUIRE_COMPONENT to enable automated deinstall of components if the required component is deinstalled
  • corrected Imoen-Yeslick rest banter for BGT
  • added li/g3_dreamscript_cpmvars.tpa for dream scripts of NPCs
  • lib/tp2: removed eet_cpmvars and linked to EET original one instead (not used yet anyway)
  • unified DV or entill.cre to "Entillis" as it is in BG:EE and fixed usage in x#jaint.d
  • x#dyered.baf: added "See("dynaheir") to trigger (although it might not be needed because group can only sleep if together)
  • Typos and many small bugs quashed!
  • Un-hardcoded strings for Imoen's Tome
  • Adding an unused line for Imoen's dialogue about Tarnesh's spellbook
  • Copying over x#blank.wav to silence default dialog sounds
  • Updates to German, French, and Polish translations


Changes for Version 22.8 - 2017-03-25

* Fixed issue with Faldorn-Izefia quest. #26
* Deprecating Non-Joinable NPC Portraits component due to copyright issues


Changes for Version 22.7 - 2017-03-01

* Fixed issue with some portrait BMPs having negative heights in the image header.


Changes for Version 22.6 - 2017-01-28

* Fixed: missing entar.cre for BGT install? https://github.com/Gibberlings3/BG1NPC/issues/23


Changes for Version 22.5 - 2017-01-08

* French translation updates
* Fixed item flags for Romance Challenge dragons


Changes for Version 22.4 - 2017-01-04

* Updates for Jaheira's "Bury Gorion" dialogue
* Updates to Kagain's Quest
* Update BGEE Banter Tweak prompts
* Change Shar-teel's interjection on meeting Kagain
* Update Lord Foreshadow's Ring Description
* Ajantis Bhaaltalks - variable correction
* Fixing Minsc's interjection with Vitiare
* Check before adding "missing" items to BGEE games (SoD adds many of
the previously missing items)
* Portraits: Make filenames consistent with naming scheme, i.e.
%SOURCE_RES%s.bmp
* Portraits: Replaced BGEE portraits with new 169x266 images
* Portraits: Added a few new portraits
* Fix for 2 Legacy of the Masters gauntlets in Bandit Camp
* Make Amulet of the Apprentice Mage unusable by Monks
* Updates to dragon animations for Romance Challenges
* Update BGT_VAR for EET support
* Update x#tqbh2.cre sex to match animation
* Enforce LoveTalk timer on Branwen romance post-rest talks
* Fix Colquetle Family Amulet bug
*


Changes for Version 22.3 - 2016-04-16

* Fix Gatekeeper dialog if CHARNAME has been to the Friendly Arm Inn
* Updating Jaheira's interjection to ELMIN2.DLG
* Moving SetGlobal actions to before non-INSTANT actions
* Updating CRE sounds for Xan's quest CREs
* Update for Coran Wyvern Quest fixes for BGEEv2
* No Dynaheir Romance endgame cutscene on SoD
* Disable "your voice is strange" PID function on BGEE and BGT.


Changes for Version 22.2 - 2015-12-12

* Fix for bug in NPC Starting Location Component - Thanks Lollorian!


Changes for Version 22.1 - 2015-12-01

* Correcting typos in German tra files [Isaya]
* More German translations (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Minor bug fixes
* Fix: Invulnerable Lake Poets
* Fix: Xzar's Quest journal entries not working on BGEE
* Fix: Removing Allegiance(Myself,0) checks in x#xzjell.baf and x#xzslim.baf
* Fix: Khalid held/sleeping/etc.. blocks Jaheria-Beador dialog
* Adding timer for Jaheria's "Bury Gorion" talk
* Adding death variable for Bheren
* Fix: Minsc stutter bug at Lighthouse
* Fix for Minsc-Vitiare stutter issue
* Fix: Dialog option appears to thank Hull for burying Gorion when CHARNAME buried him


Changes for v22 - June 14, 2015

* David Jansen Quest: Adding %tutu_var% to SHLD16 items to reference where P#BAG01 and P#BAG02 should be placed in STO04901.
* Banter Timing Tweak: Adding condition to require BG1NPC Required Changes to be installed.
* Dynaheir's Journal Quest: Fix for quest failing to start
* Fixed issue with journal entries not being removed for Rescue Dynaheir quest on BGEE
* Kagain's Caravan Quest: Cross-mod compatibility with Thimblerig's upcoming Skie mod.
* Kagain's Caravan Quest: Fixed x#kaband.cre having 2 bandit scalps, x#bandk.cre not going hostile if you attacked them
* Romance Challenges: Fix Battle song reference for x#ch12.are
* Fixed redundant usability sections in item descriptions for BGEE
* Fixed issue: Ajantis Shield proficiency bonus becoming permanent in BGEE
* Incorporated fixes from BWP Fixpack v15.1.1
* New CRE macro: source_cre_script_cleanup. Useful for blanking scripts when using an existing CRE as a template for a new CRE.
* Updated WeiDU to v238
* Adding Polish translation credits to README.
* Various dialog typo fixes.


Changes for Version 21 - February 10, 2015

* BGEE compatibility
* "Just-in-time" UTF-8 conversion of tra files for installation on BGEE. (Isaya)
* Add BG2 item files used by BG1NPC to BGEE installs: brac25, dagg11, minhp20, misc3m, misc3n, misc3o, sahbolt, scrl8i, scrl9h, seeinvis, vamp, vamp1, vamp2, vamp3
* Create version of x#bgreplace_X for BGEE.
* Create version of X_area_script_assign.tph for BGEE.
* Missing strings added to tra files for BG2 strings referenced by BG1NPC but not in BGEE dialog.tlk
* Replaced referenced BG2 scripts unavailable in BGEE with BG1NPC versions: x#mag10b, x#mag10c, x#mag14d, x#prs10b, x#drdsht, x#drui12, x#druid8, x#druid6, x#gpsht, x#shoutp, x#davidx, x#fight2, x#mepsmo, x#shout6
* Accounting for dialog state order differences from Tutu to BGEE: firebe.dlg, xanp.dlg, hentol.dlg, housg3.dlg
* Added code to update SPELDESC.2DA in BGEE for Camdawg's Temple Fix
* For CREs that use BG2 sounds that are unavailable in BGEE, sound references were updated to sounds available in BGEE (with a few exceptions). Note: Tutu and BGT will still use available BG2 sounds.
* Added x#ogref sounds for x#chop and x#cru in Xan's Turnip Quest.
* Fixes for x#cutspy creating errors in BGEE.
* Banter Timing Tweak to adjust average time between dialog banters (replaces Compton's Banter Accelerator for BGEE)
* Fixed spell name for Imoen's Artifact in BGEE. (Mike1072)
* Replace references to BURN01.CRE (unavailable in BGEE) with new x#burn01.cre.
* Moved location of Imanel Silversword in BGEE to not conflict with Dorn quest encounter.
* Romance Challenges area files included with BG1NPC for BGEE.
* Updated Dynaheir romance end-game cutscene script to not be Tutu-specific (i.e., allows for BGEE).
* Added sounds from BG2 for "Stranger" in Dynaheir romance end-game cutscene in BGEE. (Thanks to Etamin, Isaya, and CrevsDaak for files)
* Updated Open Cloakwood components to work in BGEE. (Isaya)
* Updated Imoen's death variable in x#pcbury.d. (Jastey)
* Updated Shar-Teel romance to NOT detect a Blackguard as a Paladin.
* Added NPC-only items (x#ajshld, p#bow) to item_use.2da in BGEE.
* Pink Xan portrait updates for BGEE
* Alora starts in Gullykin AND the Hall of Wonders bug in BGEE
* Colquetle Family Amulet Fix for BGEE
* Updates to Dynaheir's Journal Quest, Jaheira's Quest, Garrick's Quest, and Montaron's interjection with Ender Sai to enable journal entries to work in BGEE.
* Adding fixes for Safana-Dorn and Tiax-Dorn dialogs preventing PIDs from firing.
* Fix area scripts for AR2400 and AR2900 to not continuously fire when the variable TazokSays = 1. This was preventing blocks added by BG1NPC from firing.
* Updated to WeiDU v237
* German translation available (Teiluebersetzung vom Kerzenburgforum, teilweise noch in englisch,http://kerzenburg.baldurs-gate.eu/)
* Polish translation available (Tlumaczenie przez Children of Bhaal, http://athkatla.cob-bg.pl/viewtopic.php?t=5734)
* General coding updates to modern WeiDU standards (e.g., using GAME_IS instead FILE_EXISTS for game type checks)
* Updated cross-platform libraries with latest fixes for all platforms. (Jastey)
* New variable %tazokminhp% to account for different anti-death items used in Tutu vs. BGT vs BGEE.
* New variable %RunAwayFrom% for scripts to use action "RunAwayFrom()" in Tutu/BGT and new action "RunAwayFromNoLeaveArea() in BGEE.
* Move dialog changes for Coran Wyvern quest from x#jfix_X and x#bgreplace_X to new x#corwyv_X.d files.
* Block Shar-Teel/Tiax banter until Chapter 4, since it references the Iron Throne.
* BG1NPC romances won't start while CHARNAME is wearing the Girdle of Masculinity/Femininity for compatibility with BG1 Romantic Encounters mod.
* Reordered dialog actions to place EscapeArea() command last. * Reordered Dynaheir, Branwen, Coran, Xan, and Shar-Teel dream script triggers to prevent crashes when NPC is dead while resting. (Jastey)
* Ajantis Romance/SCS Wait at Inns component incompatibility fix.
* Added macro ~source_cre_sound_cleanup~ to CRE blocks for cleanup.
* Update Jozzi Seasnake (#seasn) to use Nereid soundset (all platforms).
* Update x#garwyl to use GHAST sounds like a spectre (all platforms).
* Imoen's dialog regarding Gorion's body no longer requires CHARNAME to be holding Gorion's letter. Her script triggers the dialog by the party picking up the letter, but in the time it takes her to walk to CHARNAME, it was possible to read and drop the letter, leaving her unable to initiate the proper dialog.
* Imoen's dialog on Laryssa will no longer interrupt Brage's script to return the party to Nashkel.
* At the Bandit Camp, if Tazok was engaged in combat too quickly, Kivan could be left trying to initiate dialog with him. This dialog would fire after the combat, with Tazok possibily dead. Kivan no longer attempts dialog with Tazok after Tazok is dead.
* Updates for Tiax's Quest to close open quest entries at their conclusions.
* Moved Minsc/Dynaheir interjection with Thalantyr into a new stand-along banter with Dynaheir
* Xan's interjection with Mulahey was copying a "ChangeEnemyAlly(Myself,NEUTRAL)" command to Xan since there is no pass back. Changed to ICT2 to prevent issue.
* Added checks to Imanel Silversword's script to prevent dialog from re-initiating and stop dialog from initiating during battle.
* Montaron was being sent to Minsc's "goto" location in the Elfsong Tavern rather than the Low Lantern with Xzar by BG1NPC's Wait at Inns component. Updating to send Montaron to Low Lantern.
* In Tutu, when refusing Cythandria's surrender, Dynaheir will turn hostile. Danaher's interjection is inheriting an Enemy() action from Cythandria. Only affects Tutu, Cythandria's dialogue state 6 has an "Enemy()" action which is not present in BG:EE and BGT. Solution is to remove the Enemy action() in Tutu.
* Kivan gives his reaction to Prism's death upon entering the Nashkel Mines area even if he wasn't in the party when Prism died. Adding a See("prism") check to script block in kivan.bcs. That should prevent the trigger from firing long after Prism is dead (and the corpse is removed).
* Safana's response to PID option "Do you have any advice, Safana?" References Narlen Darkwalk, even in Chapter 1. Corrected triggers to not show this response until after Narlen has been encountered.
* Correcting "Bruno" DV in x#yeint2.baf. (MadMate)
* Updated item slots for x#david and x#dragon to place items in correct slots. (MadMate)
* The XZNI1.6 dialog in xzint.d has an issue with the conditions. If Montanan is in the party, alive, but disabled (e.g., held, panicked, etc..), the dialog cannot continue. Updating the second transition condition to be "OR(3) !InParty("montaron") !InMyArea("montaron") StateCheck("montaron",CD_STATE_NOTVALID)" which is the opposite of the first transition, ensuring one branch can fire.
* Updates to Coran's Succubus Quest
* Updates to close open quest journal entries at quest conclusion. Added "close quest" journal entries.
* If you refuse the quest initially, Coran no longer becomes instantly "charmed" before he has been given the roses. He has a more appropriate reaction to your refusal of Amelia.
* Scripting updates to account for players force-attacking Amelia. Amelia will now turn hostile and attack the party. If Natan has not been talked to, remove him if Amelia is force-attacked (quest is aborted). If Natan has been talked to, increment X#CoranSuccubus to 13 to allow quest to complete.
* Coran will now become "charmed" by Amelia when in her presence if Natan is "charmed" (i.e., has been shown the roses).
* Amelia was a very difficult battle for BG1, so she has been toned-down to be more appropriate for BG1.
* HP, THAC0, AC, Saving throws updated to be in line with PnP succubus stats.
* Only immune to non-magical weapons
* On BGEE (or Tutu/BGT installs with 1PP Wings), Amelia's combat appearance now has wings (defaults to previous fire elemental appearance on installations without 1PP Wings).
* Updated combat script, inspired by Kirinhale's from TotSC
* Many dialog typo fixes.



Also, there are expansions for several BG1 NPCs available:
Ajantis BG1 Expansion: http://gibberlings3.net/forums/index.php?showtopic=13889&st=0
Coran's BG Extended Friendship v4: http://forum.baldursgate.com/discussion/39423/corans-bg-extended-friendship-talks-v4?new=1
Garrick's Infatuation b20140925: http://gibberlings3.net/forums/index.php?app=downloads&showcat=82
Xan's Friendship Mod: http://forums.pocketplane.net/index.php/topic,24286.0.html

[How to] Making kit mods for the EE!

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How to: Making kit mods for the Enhanced Editions!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Helpful links:

Have fun modding!

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

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Introducing the new kit no one asked for: The Bodyguard!

This mod contains two components:

1) Adds the Bodyguard Fighter Kit:

BODYGUARD: There are several reasons why someone would become a bodyguard. A good payment, admiration, love or even fear. No matter PRO_HISHER reasons, the Bodyguard will always be the fighter that is most capable of keeping others alive and unhurt - even if it means death to PRO_HIMHER.

Advantages:

- May use the Hold the Line ability. Gains one use at level 2 and another one every four levels, up to five uses at level 18.
- May use the Last Stand ability. Gains one use at level 10 and another one every five levels, up to three uses at level 20.
- May use the Second Wind ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Charge ability. Gains one use at level 1 and another one every four levels, up to five uses at level 17.
- May use the Inspire ability. Gains one use at level 3 and another one every two levels, up to five uses at level 11.
- May use the Cover ability. Gains one use at level 1 and another one every two levels, up to five uses at level 9.

CHARGE:

The Bodyguard gathers strength and charges an enemy. This ability doubles the Bodyguard's movement rate and increases its attack per round by 0.5. When this ability effect ends PRO_HESHE will be fatigued.

The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.

COVER:

The Bodyguard covers an ally giving it a +3 bonus to Armor Class.

The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.

The Bodyguard can't cover itself.

INSPIRE:

The Bodyguard inspires an ally giving it a +3 bonus to damage, hit and saving throws. Besides those benefits, the target becomes immune to non-magical moral breaks for the duration of the effects.

The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.

The Bodyguard can't inspire itself.

LAST STAND:

The Bodyguard holds a firmly defensive position. This ability gives the Bodyguard +30% bonus to its damage and magic resistance and a +10 bonus to Armor Class. When this ability effect ends PRO_HESHE will be fatigued.

The effects last for 1 turn.

HOLD THE LINE:

The Bodyguard protects a position at any cost. This ability gives the Bodyguard a +5 bonus to Armor Class and saving throws. While this ability is in effect the Bodyguard cannot move and after the duration PRO_HESHE will be fatigued.

The effects last for 1 Round/level, up to 10 rounds (1 turn) at level 10.

SECOND WIND:

The Bodyguard concentrates and takes a deep breath, getting rid of any fatigue that PRO_HESHE has accumulated.

Disadvantages:

- Requires at least 9 Intelligence and Charisma.
- Can only put two slots in missile weapons.
- Alignment restricted to non-Chaotic.


2) Khalid, the Bodyguard!

Yes, ladies and gentleman! The stutterer isn't just a pool of pity and despise to his wife. Now he is her bodyguard, her protector and can be Charname's too! With this kit, the most underrated Fighter of all time can truly be an awesome tank! Give this awesome poor fellow the Gauntlets of Strength and watch a miracle!

You can always find the latest file both attached and here!

This mod is fully traed, so now it can be ignored in any language you guys want!

Feel free to make any bug, grammar and spelling reports here.

Enjoy!

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

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Introducing a new Fighter kit: The Mercenary.

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

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

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

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

Advantages:

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

DIRTY FIGHT:

The mercenary does not care about honor and that becomes clear in the way PRO_HESHE fights. There are several ways that someone can fight dirty as listed below - all of those requires a melee attack, lasts for 5 rounds and have an equal probability of happening. The target must make a save versus death with a -2 penalty in order to avoid the effects. The mercenary has 3 rounds to land the blow otherwise PRO_HESHE loses the timing of the battle.

Sand in the eyes. Target is blinded.

Punch in the throat. Target is silenced.

Kick in the knee. Target is slowed.

Hit in the lung. Target is winded.

Blow in the head. Target is stunned.

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

Disadvantages:

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


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

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

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

Enjoy!

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

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Hello :)

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

Compatibility notes:

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

The components follow:

UNDEAD PREDATOR (Ranger Kit)

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

Advantages:

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

DECEIVE UNDEAD:

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

BLESS OF RECOGNITION

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

Disadvantages:

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


SPIRIT REDEEMER (Cleric Kit)

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

Advantages:

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

REDEMPTION:

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

Disadvantages:

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


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

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

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

HOLY SWORD:

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

Disadvantages:
- May not use Lay On Hands ability.


UNDEAD SLAYER (Wizard Kit)

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

Advantages:

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

SOUL SACRIFICE:

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

Disadvantages:

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


DEATH TRICKER (Thief Kit)

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

Advantages:

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

TRICK:

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

EVADE DEATH:

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

HOLY TRAP:

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

Disadvantages:

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


BURIAL DEFENDER (Fighter Kit)

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

Advantages:

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

BARBARIAN RAGE:

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

Disadvantages:

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


GRAVE MOURNER (Bard Kit)

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

Advantages:

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

TALES OF DREADFUL DEEDS:

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

REMEMBRANCE OF THE BELOVED ONES:

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

WARNING OF THE GOD'S WRATH:

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

WARM MEMORIES OF A FRIEND:

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

RECALL OF THE LIVING CONSCIENCE:

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

REQUIEM:

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

Disadvantages:

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


CIRCLE ENFORCER (Druid Kit)

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

Advantages:

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

FLAMETONGUE:

As the wizard spell "Aganazzar's Scorcher".

Disadvantages:

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


PALLID MASK (Monk Kit)

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

Advantages:

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

DISRUPT HERETIC:

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

Disadvantages:

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


DREADFUL WITCH (Shaman Kit)

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

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

Advantages:

- May use Curses instead of the Shamanic Dance. Gains new and more curses as shown below.

CURSES

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

The following curses can be cast:

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

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

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

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

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

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

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

Disadvantages:

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


IMPRISONED SOUL (Sorcerer Kit)

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

Advantages:

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

Disadvantages:

- Suffers a -2 penalty on Saving Throws against Necromancy spells.
- Has 100% vulnerability versus magical damage.


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

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

You can always find the latest upgrade here

LF a mod to restore original spell animations

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Hi

I am a bit of a puritan and conservative regarding old games, and therefore I am not so happy when it comes to implementing too many new elements into a classical gem like Baldur's Gate. I try to avoid any characters implemented by Beamdog. I have already managed to restore old 3D cinematics and even spell casting sounds.

However, I miss the original spell animations. Is there a mod or a way to restore them somehow?

Thanks for reading.

[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
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