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[mod in progress] Will to Power*

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* (working title. Also under consideration: "The Ardent Mind," "The Mind's Eye," and "Time-Life Books: Mysteries of the Unknown.")

I'm creating this thread for discussion about the psionics mod I'm working on. It started as a single component in Might & Guile, adding a rogue kit that could use psionic powers chosen via that mod's Feat System. I have since improved the reliability of the way psionics abilities work, and greatly expanded the number of abilities available for use. Now I am breaking it off as an independent mod, so that it doesn't fly under the radar as a little piece of Might & Guile.

The mod is not ready yet; I've created 37 of the 38 psionic abilities, and there's still a hefty 'to-do' list:
- create all abilities (97% done)
- write descriptions of each ability (80% done)
- set up system to apply under-the-hood stats to keep track of which powers you have learned (10% done)
- set up 7eyes opcode to recognize and use those stats (0% done)
- set up abilities to use abilities in-game (0% done)
- make Beamdog enable target mode 7 for item abilities (50% done :tongue: )
- set up dialogue for learning new abilities (25% done)
- organize installation of mod components (50% done)
- code integration with the Might & Guile feat system so that warriors and rogues can be "wild talents" (25% done)
- release v1 of the mod (0% done)
- deal with strongholds (0% done)
- integrate "psionic" abilities of illithids and Planar Sphere halflings (0% done)

Here is the description of the way psionics works, and the classes and abilities involved:

THE WtP PSIONICS SYSTEM

In the Forgotten Realms you may commonly find magic users, who use words and gestures to harness, control, and shape external energies that infuse the world. A psion, on the other hand, learns to harness, control, and shape the energy that infuses his own being. The ability to utilize that energy results from a combination of long study, intense meditation, and rigorous physical conditioning. Through that training, a psion develops the ability to expand his mind past the limits of his body. With experience, he may perform great feats of strength, manipulate energy, move objects, or touch others' minds. While this seems supernatural, for a skilled psion it is no different from the way he uses his mind to lift his arm, or move his legs to walk.

Of course, hard running and heavy lifting take a toll on the body, and psionics is no different. Just as muscles contain stores of chemical energy that can be depleted, only to be recharged by rest and eating, so do psionic powers temporarily utilize store of biological energy. In-game, this is represented by a temporary reduction in your maximum hit points.
- Example 1: a low-level psion with 10 hit points has been struck by a dagger, and now has 8 left. He decides to put some space between himself and his attacker, using Project Force. The stated cost of Project Force is 4 max hp. The target is knocked down and flung away; the psion is reduced from 8/10 hp to 4/6 hp. He will regenerate 1 hp every 12 seconds, until he is back to 8/10 hp 8 rounds after using Project Force.
- Example 2: that same psion next faces an Enchanter and wants to protect himself against mental attacks by raising a Mind Ward. The stated cost of Mind Ward is 4 max hp, just like Project Force, but Mind Ward is a maintainable power. The psion can raise the Ward and his hp will drop to 4/6; and they will stay that way as long as he maintains the protection. After the magical threat is gone he can cancel the Mind Ward, and from that point his max hp will be restored over 8 rounds.

That's right: there are no PSPs in this mod. I couldn't figure out a good way to do it. Moreover, 2E-style PSPs only regenerate when you rest (sort of), so playing a psion with PSPs would be not much different from playing a sorcerer. Using health and allowing it to regenerate makes the gameplay associated with the class more unique and interesting compared to the vanilla classes. (It also makes game balance difficult to get just right, so I will happily listen to critiques from players about how this actually works in the game.) The convenient thing is, your hp go up as you level, which means your store of psionic power will automatically go up as well. Now, psionic effects will tend to be noticeably weaker than the magic spells used by a spellcaster of a similar level. Likewise, psionic attacks may be weaker than the melee attacks of a warrior of a similar level. However, a psion has a flexibility unmatched by warrior or wizard.

- Compared to the warriors, a psion may create pseudo-superhuman effects to react to the circumstances: hardening his skin to resist physical damage, or shoving dangerous enemies out of weapon range, or superheating the edge of his weapon to make it more deadly.

- Compared to spellcasters, a psion is not bound by the limits of memorization. As long as his body can continue to recharge his stores of energy, he can use his abilities indefinitely. And while it takes several seconds for spellcasters to clear their magical aura and cast again, a psion may use powers at will, only slightly slowed down by the mental fatigue of using them in rapid succession. (In game terms, psionic powers have a 'casting time' of 1 and behave as if the player has Improved Alacrity active; but the use of each power induces a +2 penalty to casting time for one round, so their use become progressively slower if you use them quickly.)

THE WtP PSIONIC CLASSES

There are three psionic classes in this mod. They all fall under the broad term "psion" which I use to mean any character focused on the use of psionics.

The Psionicist is in the Rogue class. This kit focuses on learning and intellectual prowess; to a Psionicist, psychic powers are a skill to master through study and practice, not much different from sleight of hand or picking locks. A psionicist has the following characteristics:
- May learn one psionic ability per level
- HD: 1d8 per level
- Attacks: as a rogue
- Reduced thief skill development (15 points per level)
- Cannot dual-class to a spellcasting class

The Soulblade combines meditation and the study of psionics with intense physical conditioning, understanding that the body is a battery that powers his abilities. A Soulblade has the following characteristics:
- May learn one psionic ability every two levels
- HD: 1d10 per level
- Attacks: as a warrior
- Limited to Mastery (3 stars) with weapons
- Limited to light/medium armors
- Cannot dual-class to a spellcasting class

- The Psypher is an ascetic monk who achieves a near-mystical union of body and mind. A Psypher has the following characteristics:
- May learn one psionic ability per level
- HD: 1d8 per level
- Attacks: as a monk, including monk unarmed attacks
- Does not gain the magical abilities or resistance of other monks
- Cannot dual-class

All psions begin with knowledge of the most basic psychic powers, one in each of the four disciplines of Telepathy, Telekinesis, Pyrokinesis, and Biokinesis:
- Mind Ward
- Project Force
- Static Discharge
- Adrenaline Rush

From 2nd level, psions may begin to progress to greater specialization in each discipline, learning low-level powers of "devotions." Each discipline has three devotions. Once a psion has learned every devotion in one discipline, he may begin to learn the more advanced powers, called "Sciences." Each discipline has three sciences. Here are all of the normal abilities in each disipline:

Telepathic devotions:
- Id Insinuation
- Life Detection
- Ego Repair
Telepathic sciences:
- Domination
- Intellect Fortress
- Psychic Crush

Telekinetic devotions:
- Immobilize
- Inertial Barrier
- Repulsion
Telekinetic sciences:
- Psychic Blade
- Instinctive Freedom
- Mass Immobilize

Pyrokinetic devotions:
- Molecular Agitation
- Energy Dispersion
- Psychic Combustion
Pyrokinetic sciences:
- Solar Flash
- Freezing Precipitation
- Generate Lightning

Biokinetic devotions:
- Body Purification
- Bioregeneration
- Poison Simulation
Biokinetic sciences:
- Absorb Infliction
- Camouflage
- Carapace

Once a psion has learned every power in a discipline, and as long as he is 13th level or higher, he may learn the "High Science" of that discipline. Furthermore, if a psion has learned every devotion and science in two disciplines, he may learn a cross-discipline or "metapsionic" high science. The ten high sciences are as follows:

- Telepathy: Tower of Iron Will
- Telekinesis: Seismic Vibrations
- Pyrokinesis: Energy Storm
- Biokinesis: Body Control
- Telepathy + Telekinesis: Ultrablast
- Telepathy + Pyrokinesis: Energy Construct
- Telepathy + Biokinesis: Fission
- Telekinesis + Pyrokinesis: Stasis Field
- Telekinesis + Biokinesis: Exoskeleton
- Pyrokinesis + Biokinesis: Elemental Composition

[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.

[Mod] New Refinements (v4?) beta release

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So, I have delved into the classic Refinements mod, hacked it up, and made separate components for each class. In the hopes that it will be easier to combine with other mods that change HLAs, like Rogue Rebalancing and Faiths & Powers.

I have massaged the code until it installs on BG2EE, and it seems to install fine. I have NOT extensively playtested it. So, I will give you guys the link and you can do the playtesting! :wink:

Update to 0.3 0.4 0.5 0.6 0.8 0.10! It includes:
- install HLAs on a class-by-class basis
- patches HLA tables instead of overwriting them
- patches HLA tables of mod kits in addition to base kits
- specific compatibility with RR HLAs and simplified install order (RR, then Refinements)
- the Sword Angel works in EE games

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

This is actually starting to look pretty complete. Cheers, and good luck!

Help converting animations from PST to BG2

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Hi everyone!

I've been trying to use the animations done by Cuv from PST and use them in BG2. If I'm following the instructions correctly, I must rename the animations files to the right prefix founf in ANISND.ids. Example:

Example: Let's say I want to use the WIGHT_2 animation slot for my animation. I would take each file and rename them accordingly with BAUBA1 --> MWI2A1, BAUBA1E --> MWI2A1E, BAUBA2 --> MWI2A2, BAUBA2E --> MWI2A2E, etc.

Here's the link to the instructions:

file:///C:/GOG%20Games/Baldurs%20Gate%20II%20-%20Enhanced%20Edition/override/anim_decompressé/Bariaur/Readme-%20BAUB.htm

Thing is, I've tried to rename my files like said, transfered them to the override folder, used the right animation to my creature (I've took Mellisan animation and replaced it with the bariaur one) and nothing happens.

Am I missing something? Please, any help would be greatly appreciated!

Icons on hidden items and interactive spots

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There is a mod that makes it when you use the tab key, not only are items and containers highlighted, but it adds the icons for where you can walk through doors and turn levers, etc. Does anyone know which mod this is?

Low magic silver weapons?

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I know that in TotSC, greater werewolves and greater wolfweres are only able to be hit by weapons flagged with cold iron or silver respectively. In the unmodified game there are only a few weapons that have these flags and at least a couple are only found just before they're needed anyway.

But these weapons are all special and enchanted and somewhat limited in type (long/bastard swords and a dagger). So I was wondering if there were any mod out there which created some additional weapons of this type anywhere. Not necessarily enchanted, just something like a few quivers of cold-iron arrows, or a silver-edged axe or something.

Part of this stems from my enjoyment of the various mods that reduce the level of magic and magic items available. It's possible that it's just the case that working the material needed just inherently needs magic or somesuch, but still, it would be great to have a masterwork cold-iron tipped spear, just for variety.

So, anyone know of anything like that out there?

Mod di erboristeria

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Non riesco a farlo funzionare. Quando arrivo a Naskhell si attiva il dialogo con un tale Julius, e appena finisce e muore il gioco mi crasha. Avevo altre due mod: ho disinstallato tutto e Julius non c'era più. Ho reinstallato solo il mod di erboristeria e mi ricrasha un'altra volta.
Consigli?

SoD Dialogue Banters

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SoD Dialogue Banters

A Siege of Dragonspear mod by AstroBryGuy

Introduction

This mod changes the Siege of Dragonspear NPC banter dialogues from the "on-the-run" style used in SoD to the pausing dialogue format used in BG1 and BG2.

The mod does not change the style of the compliment/insult NPC interactions. Those remain in the "on-the-run" style, as was done for these types of interactions in BG1.

Download

The latest version of the mod can be downloaded at: https://github.com/AstroBryGuy/SoD-Dialog-Banters/releases/latest

Compatibility

SoD Dialog Banters is compatible with BGEE-SoD installs only. It is not currently compatible with EET. EET users shoudl see "SoD Banter Restoration (for EET)" by Roxanne, http://www.shsforums.net/files/file/1175-sod-banter-restoration-for-eet/.

Installation

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

Windows

If the mod was previously installed, uninstall it before extracting the new version. The mod is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the archive into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "SoDDialogBanters" folder and setup-SoDDialogBanters.exe in your game folder. To install, simply double-click setup-SoDDialogBanters.exe and follow the instructions on screen.

Please run setup-SoDDialogBanters.exe in your game folder to reinstall, uninstall or otherwise change components.

macOS

If the mod was previously installed, uninstall it before extracting the new version. SoD Dialog Banters is packaged and installed with WeiDU. To install, extract the mod archive, then copy of the contents of the folder "OSX-SoDDialogBanters-v1" into your game folder (the folder which contains the chitin.key file). If properly extracted, you should have a "SoDDialogBanters" folder, setup-SoDDialogBanters, and setup-SoDDialogBanters.command in your game folder. To install, simply double-click setup-SoDDialogBanters.command and follow the instructions on screen.

Contact Information

Comments and bug reports can be directed to the SoD Dialog Banters thread in the BGEE Mods forum at Beamdog. If the thread is inaccessible, you can contact AstroBryGuy on the Beamdog forums.

Acknowledgements

This mod was adapted from "SoD Banter Restoration (for EET)" by Roxanne, http://www.shsforums.net/files/file/1175-sod-banter-restoration-for-eet/

To the Beamdog team - Thanks for giving us the Enhanced Editions and now Siege Of Dragonspear! I look forward to playing your next adventure.

To the BG Modding community - you rock! Without you, we wouldn't have the tools to create mods or the examples you have set for other modders to follow. Thanks!

SoD Dialog Banters is not developed, supported, or endorsed by Beamdog or Wizards of the Coast.

License

The .tp2 code ONLY is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

All images, sounds, and game text used by this mod are copyright Beamdog or Wizards of the Coast.

Version History

Version 1 - March 24, 2017
  • Initial upload

[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

[MOD] DLC Merger for Enhanced Edition games

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Download: DLC Merger (beta 1)


Mods or expansions that are distributed as DLC archives (such as the "Siege of Dragonspear" expansion) cannot be easily accessed or further modified by present modding tools. Similar to modmerge, this mod attempts to solve this restriction by merging DLCs with the main game. However, unlike modmerge, this mod is platform-independent and fits seamlessly into the stack of other WeiDU mods. Moreover, it is not limited to merge only the SoD DLC into BG:EE. It can be used to merge any DLC with any EE game, and the merge operation can be reverted simply by uninstalling the mod. It can be seen as the counterpart of the DLC Builder.

This mod provides three options to merge DLC archives with the game:

1. Merge "Siege of Dragonspear" with BG:EE (BG:EE and the SoD DLC required)

Merges the "Siege of Dragonspear" from any of the supported DLC locations with Baldur's Gate: Enhanced Edition.

2. Merge a user-defined DLC archive (Enhanced Edition game required)

Merges a single DLC archive with the game. The mod prompts for the name of the DLC archive, which can be located in any of the supported DLC paths. Supported DLC paths are (in order of application):
- Documents directory of the game
- Installation directory of the game
- "dlc" folder in install directory
- "workshop" folder in install directory (requires DLC files with .mod extension)

3. Merge all available DLC archives (Enhanced Edition game required)

This option scans all supported DLC search paths of the game for available DLC archives. Each DLC will be merged in the same order as it would be loaded by the game, so that multiple DLC archives may safely override files from other DLCs without causing issues.

The mod is currently in beta. It has been mostly tested on Windows and briefly tested on macOS. However, more tests are welcome, especially on macOS and Linux, to sort out remaining bugs and compatibility issues.

[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

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] Reveal Hidden Gameplay Options (for all EE games patched to v2.0 or higher)

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Reveal Hidden Gameplay Options


Download: Reveal Hidden Gameplay Options (latest)

Overview

The Enhanced Editions provide a great number of settings that are not directly accessible within the in-game options menu, but instead have to be enabled or disabled manually in the game's configuration file which might discourage less computer-savvy players from using them.

This mods adds a number of useful options directly to the game, which includes the (in)famous debug console, various graphics and feedback settings, and more.

The mod is available in English, French, German, Polish and Portuguese.

Compatibility

The mod supports all Enhanced Edition games patched to v2.0 or higher, which includes BG:EE, BG:SoD, BG2:EE, EET and PST:EE. It is also compatible with Pecca's "Dragonspear UI++" and Lefreut's Enhanced UI (LeUI). Some options may be moved into other sections when these mods have been detected.

The mod can not be installed together with EEUITweaks component "Hidden Game Options". You can install either one, but not both at the same time.

Patching UI definition files can be tricky. To ensure that a failed patch attempt does not corrupt the game it will fail with a forced error and restore the original state of the patched files.

Components


1. Install Hidden Gameplay Options (main component)

This component allows you to choose whether to install selected options individually or all at once. See more detailed information about individual options below.


The following components are available when you chose to select options individually:

2. Add in-game option "Enable Debug Console"

Allows you to enable cheat keys and the debug console in the game.

Option can be found in Gameplay section.


3. Add in-game option "Enable UI Edit Mode"

Enabling this setting allows you to use UI edit functionality in the game.

Option can be found in Gameplay section.


4. Add in-game option "Show Strrefs"

Setting this option places string reference numbers in front of game strings.

Option can be found in Gameplay section.


5. Add in-game option "Show trigger icons on tab"

Setting this option reveals more information about interactive regions when pressing the TAB key.

Option can be found in Gameplay section.


6. Add in-game option "Allow Spacebar in Dialogs" (only available in PST:EE)

Setting this option allows you to use the spacebar to continue in dialogs.

Option can be found in Gameplay section.


7. Add in-game option "Limits druidic spells for Cleric/Ranger" (not available in PST:EE)

Setting this option limits druidic spell levels to level 3 for Cleric/Rangers (as per D&D rules).

Option can be found in Gameplay section.


8. Add in-game option "3E Sneak Attack"

Setting this option activates Sneak Attack and Crippling Strike, which are special abilities similar to those from 3rd Edition Dungeons & Dragons rules.

Option can be found in Gameplay section.


9. Add in-game option "Critical Hit Screen Shake"

Setting this option triggers a screen shake whenever a party member rolls a critical hit in combat.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


10. Add in-game option "Hotkeys On Tooltips"

When this option is enabled tooltips will display hotkeys when available.

Option can be found in Gameplay > Feedback > Visual Feedback (or Gameplay section in PST:EE).


11. Add in-game option "Show extra combat info"

Setting this option displays all factors that influence an attack roll.

Option can be found in Gameplay > Feedback > Feedback Messages.


12. Add in-game option "Show Game Date and Time on Pause"

Setting this option shows game date and time when activating pause.

Option can be found in Gameplay > Feedback > Feedback Messages.


13. Add in-game option "Disable Area Map Zoom" (only available in PST:EE)

Setting this option disables animation when zooming in or out of the area map screen.

Option can be found in Graphics > Display Options.


14. Add in-game option "Reverse Mouse Wheel Zoom"

Setting this option reverses zoom direction when using the mouse wheel.

Option can be found in Graphics > Display Options.


15. Add in-game option "Pause Game on Map Screen"

Setting this option causes the game to pause whenever the map screen is active.

Option can be found in Graphics > Display Options.


16. Add in-game option "Enable Fog" (not available in PST:EE)

Setting this option enables fog effects on maps.

Option can be found in Graphics > Display Options.


17. Add in-game option "Disable Movies"

Enabling this option disables movie playback.

Option can be found in Graphics > Display Options.

Screenshots









[mod] Skie - The Cost of One Girl's Soul

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I prepared a new mod for everyone who believes that Skie's story should be continued in BG2EE, especially after everything that happened in Siege of Dragonspear DLC. I present you my project: Skie - The Cost of One Girl's Soul.


SKIE: THE COST OF ONE GIRL'S SOUL

AUTHOR: Lava Del'Vortel | PLATFORM: BG2EE


ABOUT THE MOD:

The mod gives the player a chance to continue the Skie plot begun in Siege of Dragonspear. The DLC gave the Silvershield girl a very important role in it's plot, but I felt it was so important that it should be somehow continued in BG2 portion of the game. The mod has two different components:

=> component A - Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE => this component provides a new quest that gives player a chance to save Skie Silvershield after what happened in Siege of Dragonspear. You should be warned, though, that saving her comes with a price. The mod starts in Irenicus' Dungeon, when you find the main quest item.

=> component B - Allow Skie to return as a joinable NPC => this components allows you to join Skie if you decide to help the Silvershield girl and succeed. She will find you after some time. She will start to look for you in certain inns, so remember to stop and rest a while from time to time. The NPC comes with some timered and situation talks, banters with each NPC (at least 2 in SoA + 1 in ToB), interjections, an epilogue and other things joinable companions should include. Note that there is no romance here, as I wanted to stress companionship and loyalty based on friendship rather romantic love. The NPC component was written to enjoy Skie's presence in the group, rather than provide hundreds of lines, but she should talk to you once in a while. In terms of size, she could be compared to Kulyok's Tiax or Coran.

Note that Skie in this mod is supposed to continue the Siege of Dragonspear character, so Skie may be a tiny bit mature, but still a bit reckless and will not hesitate to tell how she feels about people and events. The change in her character may be seen in both dialogues and soundset.

Also, to make her portrait blend in better with Baldur's Gate II style of portraits, the mod uses edited version of her original picture.


The mod includes some crossmod. Check the up to date readme file for details.


Special thanks to @typo_tilly - she is the one who proofread the whole text and helped me to release this mod.


How to join Skie:

After your talk to Missini, wait for 2-3 days and rest in any of Athkatla's Inns.

Critter Parts mini-mod for Baldur’s Gate: EE

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Introduction:
Leaving the remains of all the bears, wolves and wild dogs that my Ranger and Druid protagonist encounter to rot in the sun has always bothered me. It strikes me that they would find this not only a terrible waste of natures gifts, but disrespectful to the creatures themselves. Not to mention the twitch that my packrat self gets when whole groups of critters in the game never drop any items. Yes, I am one of those obsessive creatures that take great delight in finding tiny bits of treasure on the bodies of my vanquished foes.

What started as a slight modification for my own game, grew into a small quest mod. It is a little thing that adds flavor and extra role-play possibilities. I have found myself enjoying it’s addition to my own game so much that I thought it might appeal to a few others as well.

image

This mod adds harvestable drops to several of the critters that the PC encounters in the game. It does not change anything else about them. It will add these drops to all instances of the following types of animals that the PC encounters, with the exception of special quest specific instances.

Brown Bear
Black Bear
Cave Bear
Polar Bear
Wild Dog
War Dog
Worg
Wolf
Dread Wolf
Dire Wolf
Vampiric Wolf

The dropped items can be sold to any of the merchants in the game who will also buy miscellaneous items. Thalantyr in High Hedge, and the innkeeper in the Feldepost Inn are two such merchants available early in the game. The value of the different hides and meats vary with type.

All like items stack with each other and include:

Bear Meat
Wolf Meat
Wild Dog Meat
Bear Hide
Wolf Hide
Dog Hide
Animal Bones

Additionally, all of the meat drops can be consumed by any character in your party and will return varying amounts of hit points, depending on the type of meat eaten.

The meat must be placed in one of your quick slots in order for it to be consumed.

The Quest:
This mod includes a quest that will eventually allow your protagonist to bring a new NPC some of the dropped hides, meat or bones to have them made into a new piece of armor. The items needed are dependant on which of the three types of armor the player picks to have made. Choose carefully, he will only make one item per play-through.

This mod is meant to add a bit more role-play and flavor to the game. The only fighting involved are the encounters that you would normally have with the critters in the game. These have not been modified in any way.

Please note:
In order to begin the quest, the player must choose to “use” the new “campfire” that appears in area AR4300, the North Nashkel Road. This is directly in front of the big campfire you find in the game after killing the band of Hobgoblins near the road. Just hover your mouse around in front of the campfire to find it at coordinates 3265,0720.

A note about the new armor pieces:
The new pieces were tailored to fit my own play style and fit with what my own protagonists might find useful at the point in the game that they are likely to be able to obtain them. Of course, not every other player will have the same preferences. If other players don’t find them appropriate for use in their own game, they can instead sell them for gold.

I also thought that it might be fun to eventually add more choices to the list that can be made. Ones that might come from the suggestions of other players. Something that they would like to see available in their own games. So I am open to ideas. :) They must, of course, fit the tone of the role-play within the mod. The NPC in question has some fairly strong opinions about what he will or will not do.

As novice modders we would welcome any insight that any of you more experienced modders might be willing to share concerning how we might have done a better job in our coding efforts.

Anything that you might wish to share in this area can be posted here in this thread, so that others might be able to benefit from it as well, or if you prefer, you can just use Shadowhawk’s email that can be found in the Critter Parts Readme.

Updated to Version 2.0 April 24, 2016

As of version 2.0 this mod has been expanded to include drops from all of the spiders that the protagonist encounters in her/his travels. A new NPC with an uncommon interest in such trinkets has been added to area AR2200, the first Cloakwood Mines, or Cloakwood Lodge map.

Updated to version 2.1 May 15, 2016

As requested, version 2.1 of this mod has been traified.

Updated to non-beta version 1.0 December 17, 2016

Updated to version 1.1 May 7, 2017


DOWNLOAD LINK:
Click on the Source code (zip) file

https://github.com/shadowhawk703/CritterParts/releases



[MOD LIST] Mods by Artemius_I

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

NPC MODS

Sirene - BG:EE, SoD, BG2:EE

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

Drake - BG:EE, SoD

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

Pai'Na - BG2:EE

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

Aura - BG:EE, SoD

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

NPC-RELATED MODS

True Berserker Minsc

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

KIT MODS

Bardic Wonders

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

Way of the Assassin

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

Arcane Archer

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

Pale Master

A necromancy-oriented sorcerer kit with several innate abilities.

Warlock

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

ITEM MODS

Useful Plot Items

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

SPELL MODS

Shadow Magic

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

TWEAK MODS

Convenience Tweaks for BG1

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

GRAPHIC/ANIMATION MODS

Sarevok Animation Patch

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

Tenya Thermidor v1.5

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Tenya for BG:Enhanced Edition

Tenya:- No! Bring her back! I want to kill her again!

--

I took a little break from working on my Aerie mod for BG2, to try something a little more fun. This is a mod that makes 12 year old Umberlant Tenya a joinable NPC, after you help her of course. Yes, if you like character like Arya Stark or Hit-Girl, but feel they don't talk about carnivorous sea snails or sing shanties enough, now you can become guardian of your own darling little tempestuous ball of fury.

BGEETenya15c.rar

Tenya has a low strength for a cleric, but makes up for it with some special abilities and unique items. She can cast Storm Shield once per day like a cleric of Talos. She also of course has the Bowl of Water Elemental Control... but her mother never even told her how to make it work, so she has to learn elsewhere.

She has at least one interaction with every Bioware and Beamdog NPC as well as several comments along your main quest and a few interjections elsewhere, (in particular around the temple of Umberlee, of course).

Otherwise, what is there is to say? Tenya is a twelve year old priestess wielding a lot of power for someone so young. Her earth-mother never treated her well, but a child's love for her mother is unconditional. After her mother's murder she, consumed by anger, turn to Umberlee. She wished for vengeange, but it was the bowl her mother had entrusted her to protect Tenya most wanted back. She had hoped she would be able to scare the fishermen who stole the artifact into returning it, but they were proving more stubborn than she had anticpated and she was starting to consider more desperate measures, when of course, you step in.

In addition to banters, small quest, and interjections, Tenya now has a small number of Player Initiated Dialogues... press on the speech button and then on Tenya while she's in the party to have a little chat.

Here is a big portrait. The actual in-game portrait has been redone a little by @Asthner, adding a bit more tecture to her scarf.

image

Some other notes:

Class: Cleric

Stats:

STR 9
DEX 16
CON 14
INT 12
WIS 16
CHA 13

Alignment: Chaotic Neutral ( I changed her alignment to CN, for several reasons. First, I don't really go along with the idea in a lot of other media that the field of child psychology is really just a diversion from the truth that all children are possessed by the spirits of evil aliens. Second, I feel it better reflects her personality anyway - she is quick to anger, abrasive, and like children do will sometimes try to test the limits of people around her to see how much she can get away with. But, she can actually be quite helpful and even nice, on occasion. Lastly I just wanted to leave it open so that maybe in some future expansion she can develop either way due to your influence.

Her stats are not magnificent, but she has a fair bit of stuff. Like a ring that gives an extra cleric spell each level and also functions as a ring of protection +2.

She has a bunch of mephit spells she can cast (steam and ice shards etc... basically all the ones that have any sort of connection to water. She's a waterbender). Not really very powerful, but can be useful on occassion.

She can also cast Storm Shield once per day like a Cleric of Talos.

Spoiler:

At the end of her 'quest', she'll be able to use the bowl. It allows her to summon a Water Elemental once per day, which gets stronger as she levels up (Lesser, norm, Greater). It improves every five levels, so since she caps at level 9 I think in BG1, you won't get the first upgrade without removing the XP cap first. Since I couldn't find any water elemental creature in BG1, I had to make up my own, just taking the fire elementals and swapping around damage/resistances to fire and ice.

[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:
v1.3: Switched to github for hosting.
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:
v1.6: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods.
v1.5: Fixed WeiDU bug. Added spell count for mage and priest spells.
v1.4:
Fixed alignment of slots to match vanilla.
Made compatible with quickspell selection.
Honors if the game was paused like extended edition.
Will no longer bug-out if spell button was disabled when pressed.
Fixed spellUUIDs being shown in temple healing services.
v1.3: Switched to github for hosting.
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:
v1.7: Added new patching functionality to WeiDU installer, making the mod compatible with most other UI mods.
v1.6: Ported search bar from light edition. Fixed bug in extreme case where first and last spells were hidden.
v1.5: Fixed WeiDU bug. Added spell count to mage and priest spells.
v1.4: Switched to github for hosting. 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:

None at the moment.

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.

Permanent Improved Alacrity?

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So I was wondering, is it possible to give a character a permanent improved alacrity effect without using NI? With EEkeeper perhaps?

War Hulk Kit for Fighters v1.0

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I've finally put together an old kit for fighters, revised to imitate the 3.x War Hulk class that a friend of mine told me about. The basic idea is that this fighter only gets one attack per round, but it hits like a truck, with unnaturally high STR values and bonuses to melee damage. Whenever it takes damage, it gains even more bonuses, but its AC and save vs. spell get penalized, and it has a chance of going berserk, making it easy for the War Hulk to spiral out of control as it gets stronger mid-combat.

I've run it most of the way through BG1 and it's fairly well-balanced. At full rage and close to death, it's done over 100 damage on a critical hit (!), but it has a habit of losing control and can easily get worn down by multiple hits. When I got that critical, my War Hulk had an AC of 14 (guaranteed enemy hits), a save vs. spell of 20 (guaranteed failed saves), and was nearly dead. Despite having far more HP than any other class, he died many times, but it was a lot of fun.

Kit description:

WAR HULK: A War Hulk is an undisciplined, wild, and savage fighter. While most warriors develop their skills in the martial arts, the War Hulk only seeks raw strength. The War Hulk eschews strategy and tactics, preferring to concentrate all of his or her energy into a single massive blow.

CLASS FEATURES:

- May only land a single hit per round, regardless of level, weapon choice, or magical enchantments (attacks per round is set to 0 for 4 seconds on each hit)
- May not use missile weapons
- May only place a single proficiency in any weapon class or fighting style

SAVAGE BLOW: Although the War Hulk may only land a single strike per round, each attack has incredible force behind it. The War Hulk gains +1 Strength every level from level 1 to 5, and +1 to hit and damage every level thereafter. The War Hulk also gains +1 to his or her critical hit rolls at level 1 and every 2 levels after, up to a maximum of +19 at level 38.

CRITICAL STRIKE: Whenever the War Hulk lands a critical hit, the target must make a save vs. death at -3 or be stunned, pushed back, and knocked unconscious for 6 seconds. Helpless opponents can be hit automatically, but the War Hulk cannot land a critical hit on a prone target.

RAGE: War Hulks channel their rage into their strikes, using pain and fury to add force to each blow. War Hulks strike harder when they are wounded, but the rage weakens their minds and causes them to lower their defenses. Whenever the War Hulk suffers damage, he or she gains a set of combat bonuses and penalties:
+3 damage
+1 THAC0
+1 save vs. death
+1 movement rate
Immunity to fear
-1 AC
-1 save vs. spell
All effects are cumulative and last 2 rounds. In addition, the War Hulk has a 25% chance of going berserk on a failed save vs. spell, gaining double the above bonuses and penalties for 1 round.

UNSTOPPABLE: Highly experienced or enraged War Hulks may overcome any obstacle in their path, whether magical or physical. Whenever the War Hulk is knocked unconscious or immobilized, he or she may attempt a save vs. death at -15. If successful, the War Hulk can shrug off the effects of sleep, hold, paralysis, or stun.

- Hit Die: 2d8 (2d6 after level 9)

I split the kit into 4 different versions, depending on whether you're installing it on BG:EE or BG2:EE, and depending on whether you have Item Revisions installed. Item Revisions (mostly) removes immunity to critical hits, which is why the War Hulk kit gets bonuses to critical hits. But if you don't have it installed, I included an alternate version of the kit that replaces the War Hulk's critical hit bonuses with damage bonuses.

WarHulkKitBGEE.rar:
This is the version for BG:EE without Item Revisions.

WarHulkKitBGEE4IR.rar:
This is the version for BG:EE with Item Revisions.

WarHulkKitBG2EE.rar:
This is the version for BG2:EE without Item Revisions.

WarHulkKitBG2EE4IR.rar:
This is the version for BG2:EE with Item Revisions.

WarHulkKitIWDEE.rar:
This is the version for IWD:EE.
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