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Accessing all dialogue ?

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Is there a way to access all of a NPC's dialogue? Like, if I want to read everything Eldoth or Tiax or Jaheira has to say to the world in general or to other NPCs, is there a single file or a single entryway into the relevant files that I could use?

I of course use BG1 NPC Project, if that has any bearing on the issue.

[HOW TO] Install mods on iOS devices (NO Jailbreak)

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WARNING: the following procedure requires a Mac/PC with iTunes v12.6.3 installed!


  1. Take your computer and download the .ipa file of BG:EE/BG2:EE/IWD:EE/PST:EE. For example, on a Mac:

    launch iTunes -> account -> sign in with your Apple ID -> account -> purchased -> not in my library -> download BG:EE/BG2:EE/IWD:EE/PST:EE

  2. Locate that file. For example, on a Mac:

    /Users/"Username"/Music/iTunes/Previous iTunes Libraries/iTunes Media/Mobile Applications

  3. Rename that .ipa extension to .zip, and then unzip the app. You will have a folder with the app inside it. You can get to the game folder (where chitin.key is) and from there install weidu mods normally. For example, on a Mac:

    Baldur's Gate 2.4.71 -> Payload -> right-click on Baldur's Gate -> Show Package Contents

  4. At this point you should have a bunch of modded game files, including an override folder and a modified version of dialog.tlk.
  5. Zip (no compression) all the files contained in the override folder; for example -> mod.zip. You can alternatively zip (no compression) the whole override folder.
  6. Rename the archive to: mod.bg1/bg2/iwd/pstoverride. Alternatively, rename the override to: override.bg1/bg2/iwd/pstdata.
  7. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  8. Take your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE should show up. Tap on it.
  9. The app will launch. This operation may take some time depending on the size of your /override folder.
  10. Take again your Mac/PC. If you only play the game in English, copy the /lang folder, delete every subfolder except /en_US and then zip (no compression) the /lang folder copy -> lang.zip; if you play the game in another language, you will delete every subfolder except the one related to your language.
  11. Rename it to: lang.bg1/bg2/iwd/pstdata.
  12. E-mail it to yourself. Alternatively, move the file to a Cloud Storage Platform you have access to on iOS (such as Box or Dropbox).
  13. Take again your iOS device, navigate to the file (whether on Cloud Storage or E-mail) and open the file through the application's "Interact with other Applications" Menu (generally the Square with Up Arrow button on an iOS Device). We're looking for either "export" or "open in another application". In the list of applications, BG:EE/BG2:EE/IWD:EE/PST:EE should show up. Tap on it.
  14. The app will open and may be unresponsive for some time depending on the size of your /lang folder.
  15. Restart the app for changes to take effect.
  16. Enjoy!!!
It may not be straightforward, but it works!!! "No more differences" between desktop and mobile!! Huzzah!!!!


A special note about UI mods & mods that add additional areas


If you wanna use UI mods and/or mods that add extra areas, you need this tool (courtesy of @argent77 ) -> https://us.v-cdn.net/5019558/uploads/editor/mv/dco8s0doeeg6.7z (I recommend choosing option #7 "PVRTC 4bpp: Override files only (iOS recommended)").
It's a PVRZ conversion mod (iOS uses the "PVRTC 4bpp RGBA" texture format) and it should be installed after all your other mods or at the very least after every mod that installs PVRZ files.
Please read:
  • UNFORTUNATELY, the utility linked above doesn't seem to work on MacOS :( (Does MacOS apply some security measures that could prevent the tool from reading graphics data? Who knows......)
  • Make sure the mod you're interested in DOES NOT biff its own content. Not only does the converter ignore biffed content (unless "All game files" is selected), it is also much more difficult to transfer biff archives to iOS. I don't know if there is a way to transfer biffed content to iOS -> As a workaround, you could ask the author(s) of the mod you're interested in to remove biff creation from their mod. Biffing isn't really needed for EE games anyway.
  • Some mods that add additional areas may also create a Worldmap folder (they make changes to the World Map) -> This extra folder must be imported to your iOS device along with /override and /lang. Follow the standard procedure:
    Worldmap -> Worldmap.zip (no compression) -> Worldmap.bg1/bg2/iwd/pstdata


Frequently Asked Questions



Q: What can be installed?

A: Everything. If you wanna install mods that add or update areas, make sure they DON'T biff their own content. And don't forget about the Worldmap folder (if any!).

Q: Do I have to load the Xxxx.bg1/bg2/iwd/pstoverride file first, quit the app, then load the lang.bg1/bg2/iwd/pstdata file?

A: It doesn't matter.

Q: Do I have to do this every time I start the app or only the first time?

A: Just the first one.

Q: To install multiple mods, do I just install them back to back and then zip and send the override folder to my iOS device? Or do I have to do each mod separately loading the override folders one at a time?

A: Install them back to back and then zip and send the /override folder plus the /lang folder to your iOS device.

Q: How do I uninstall a specific mod?

A: Uninstall the mod on the desktop as normal.
Delete the app from your iOS device and then add it again. (Best to do this through iTunes, which you can do with iTunes 12.6.3, so as to avoid using 2.5GB of extra bandwidth.).
Re-zip (no compression) and re-send the override files and lang folder.

Here is the log of the mods I've installed:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v15
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~MSFM/MSFM.TP2~ #0 #1 // Add Wizard's Staff -> Add Wizard's Staff with 14 new color sets: v1.55
~MSFM/MSFM.TP2~ #0 #10 // Add circlets: v1.55
~MSFM/MSFM.TP2~ #0 #11 // Add Circlet of Revelation: v1.55
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #0 // Silver Staff of Aule: v10.0 BETA
~SILVER_STAFF_OF_AULE/SILVER_STAFF_OF_AULE.TP2~ #0 #2 // Alternate Icons -> Icon N.2 by CrevsDaak: v10.0 BETA
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
~DR8_HOTFIX/DR8_HOTFIX.TP2~ #0 #0 // hotfix for Divine Remix v8b
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #0 // Core Monk Revisions: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #3 // Shining Hand Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #4 // Broken One Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #5 // Long Death Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #6 // Old Order Monk: 0.3
~MONASTICORDERS/SETUP-MONASTICORDERS.TP2~ #0 #7 // New Monk Items: 0.3
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #1 // Revised Dragon Disciples: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #3 // Sorcerer: Favoured Soul: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #4 // Sorcerer: Sylvan Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #5 // Sorcerer: Revenant Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #6 // Sorcerer: Amorphous Disciple: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: 0.7
~TOMEANDBLOOD/SETUP-TOMEANDBLOOD.TP2~ #0 #12 // Cantrips -> Innate Cantrips: 0.7
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #809 // Add Champion of the Red Knight: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce (Angel): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3082 // Increase Ammo Stack Size -> Stacks of 80: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3275 // Recoverable throwing weapons -> 50% chance to recover after a successful hit, vs. enemies only: v2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v2
~SETUP-POISON_NO_BYPASS.TP2~ #0 #3 // No Weapon -> Limited Exclusions(Anti-magic, AoE, Gaze): Mirror Image or Stoneskin: 1.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.7.4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.7.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #100 // Category Portraits (Recommended) -> Sequenced: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #1 // Specialist Slots -> Specialist Mages must use 2 spell slots for Specialist School Spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #4 // Edwin Amulet extra spells must also be Conjuration spells: 1.0
~COLORFUL_SPECIALIST_SLOTS/COLORFUL_SPECIALIST_SLOTS.TP2~ #0 #5 // Equipment that doubles spell slots also doubles forced specialist slots: 1.0
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

What mods would people want for this game?

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Modding PST has always been quite the hassle, but now that it's using the Enhanced Engine, there are a lot more options for potential mods (thanks to the extensive updates to the Enhanced Engine).

I already have ideas for a 5th Edition conversion mod, and a magic expansion mod, but I'm always curious what others are interested in.

Short introduction to WeiDU and simple mod template

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With the unfortunate proliferation of primitive mods we are currently seeing, I thought it might be helpful to have a simple and straightforward introduction to how to make WeiDU mods. Due to the vast scope of IE modding and WeiDU, this is in no way a comprehensive treatment of what you can do with modern techniques, but it should be serviceable for a fair share of the mods we are seeing posted here. If you then feel like learning more, so much the better.

Short introduction to WeiDU

WeiDU is a mod-distribution tool and mod manager [1] for the Infinity engine. Since shortly after its inception in the earlier half of the last decade, WeiDU is the de facto standard for IE mods (to the point where you had to look under the right rock to find a non-WeiDU mod). Salient features include patching of existing game resources [2], a powerful language for creating (complex) dialogue, automatic backups of game resources for facile mod uninstallations and a scripting system for mod installation and configuration.

You could say that WeiDU has a lot of depth and maybe the WeiDU way (such as it is) can seem opaque and daunting to the novice modder. However, a WeiDU mod need not be complicated. The simplest sort of mod could consist of as little as a file–folder structure and four lines of install script (of which three lines would be largely the same across all mods).

The latest version of WeiDU is normally available from WeiDU.org. It can also be worthwhile to check the forum.

Sample WeiDU mod

A WeiDU mod consists of two things: 1) a mod folder, which houses any files you include in your mod and will house the backups created during mod installation, and 2) a installation script called a TP2 file, conventionally located inside the mod folder. Customarily, the mod is distributed together with a copy of WeiDU itself, but this is not a formal requirement. The copy of WeiDU would be named setup-mod_name.exe, where mod_name is the name of the mod folder.

The mod folder should have a name that is reasonably likely to be unique, since all mod folders exist as sub-folders in the game folder. For example, wisp_item_mod would be a better name for a mod folder than item_mod. [3]

The TP2 file should have the file extension "TP2", have the same name as the mod folder and be located directly inside the mod folder. [4]

Any other files you wish to include should likewise be placed in the mod folder, preferably in sub-folders of their own if the files can be grouped like that.

As a simple example of a WeiDU mod, say I wanted to distribute a few item files for others to enjoy. Maybe I had made some changes, which I felt improved the quality of the game, to these files with my editor of choice. I could call this mod "Wisp's item mod", with a mod folder called wisp_item_mod, containing a TP2 file called wisp_item_mod.tp2 and the sub-folder copy, which would contain my altered item files.

I would write the following TP2 file for this mod (commented for your benefit):


/*
* Note:
*
* Lines starting with double slashes (//) are comments and are completely ignored by WeiDU.
* They are strictly for your convenience (and whoever else reads your TP2 file).
*
* Likewise, text enclosed in matching, reverse pairs of slashes (/) and asterisks (*),
* like this text, is commented, with the difference that this text can span multiple lines.
* These block quotes can not be nested. Starting each line with an asterisk is just
* convention to make the comment look more distinguished.
*
* So-called strings are used to enclose spaces and special characters. They carry some
* significance beyond that, but we need not go into that now. WeiDU has a few notations
* for strings. Pairs of tildes (~) and double typewriter quotes (") are normally used.
* Each can enclose the other, but never itself.
*
*/


/*
* BACKUP declares where WeiDU should put the information it uses to uninstall your mod.
* Conventionally, this is a folder called "backup" located directly inside your mod folder.
* There is no need to create this folder yourself, or take steps to make sure it exists when
* the user tries to install your mod. This is a folder-path declaration, so there are "wrong"
* things to write here, but conventional wisdom applies. Note that WeiDU will automatically
* convert slashes into backslashes and vice versa, as needed. Case is irrelevant (with one
* exception that is only relevant to installing mods on GNU/Linux).
*/
BACKUP ~wisp_item_mod/backup~


/*
* AUTHOR declares what information should be displayed to the user in the event there is some
* error while installing your mod. Normally, it will ask the user to email the mod's debug file
* to whatever AUTHOR declares. This means it should preferably be something useful, like an actual
* email address, or some other way in which you can be reached. This is simple text, so there are
* no limitations on what you can write.
*/
AUTHOR ~Wisp, at some forum~


/*
* BEGIN declares a mod component, which the user can install. A mod can have multiple components, but
* must have at least one. The text is displayed to the user when the mod is installed and is printed
* to the log file. This is likewise simple text, so spaces and special character are completely
* acceptable.
*/
BEGIN ~Wisp's item mod~


/*
* COPY is the substance of this TP2 file. COPY declares that WeiDU should copy a file, or the files in
* a folder to a destination file or destination folder. In this case, every file located in the "copy"
* sub-folder will be copied into the override folder. Should there already be files with the same name
* in the override folder, WeiDU will place them in your backup folder and restore them when the mod
* is uninstalled. This is once again a folder-path (or file-path) declaration, so it needs to be
* written correctly.
*/
COPY ~wisp_item_mod/copy~ ~override~ //Don't forget to delete the existing files, if you make use of this mod template.

This is barely scratching the surface of what WeiDU can do, but perhaps it can serve as a useful starting point. It is certainly preferable to simply handing people a handful of files, for them to manage themselves. For a more hands-on example, the faux-mod itself can be found attached to this post. Poke, probe and prod it to your content. You can use this as a template for any mod which merely places files in the override (or another folder).

Naturally, I will answer any questions you may have about things I left out, did not adequately explain or just took for granted.

Footnotes

1. Yes, it is a mod manager. It may not be graphical, but it will handle your mods for you if you, say, decide to uninstall the second mod of a set of three.

2. Including the TLK file, which is the single resource containing all of the game's text (save a handful of hardcoded exceptions). The TLK file stands out, because without patching you could not use two mods which both added/altered game text.

3. The folder name should preferably not contain spaces and non-alphanumeric characters, though they can sometimes be used without problems. Conventionally, the underscore (among others) carries no special significance and can safely be used. The name does not have to be pretty, just functional.

4. You may occasionally see WeiDU mods that come with a TP2 file prefixed with "setup-" and/or is located outside the mod folder. These are older practices that are unnecessary and not recommended today, respectively.

Spoilt for choice! (Thank you, modders!)

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Dear modders,

This is just to say thank you! I am spoilt for choice, and restartitis is my only problem.

I WANT to play a Might and Guile Alchemist thief but I ALSO WANT to play a Faiths and Powers Acolyte of Beshaha but I ALSO WANT to play a Faiths and Powers Mystic of Light or Earth or Shadow but I ALSO WANT to play a Faiths and Powers Beast Lord but I ALSO WANT to play all types of specialist mages revised by Tome and Blood and Kjeron's Restrict Specialist Spell Slots and More Styles for Mages and I ESPECIALLY WANT a Transmuter because of the Golem Construction mod BUT I ALSO WANT to play all the other mods and kits and I MOST ESPECIALLY WANT to play ALL OF THEM FIRST AND IT'S ALL YOUR FAULT!

So thank you. :)



[Kit Pack] Witcher Kit Pack

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Hello everyone,

I am glad to announce I am making a kit pack based on the Witcher series.

KIT FEATURES:

This kitpack includes 3 classes derived from three of the Witcher Schools. I plan to make three more, based on the remaining schools, and maybe even more classes in the future, based on other characters or guilds from that universe. All the witcher kits are fighter kits. For installation, extract the folder to your main game directory and execute the setup.

Overall presentation:

Witchers are warriors that have undergone mutations and magical training and are especially skilled fighters with some extent of magical powers. Unless specified otherwise, Witchers have all these traits, on top of their specific traits:
-Witchers cannot dual-class.
-A witcher can achieve grandmastery in any type of two-handed weapons, but may only reach mastery with one handed weapons and ranged weapons.
-They cannot put pips in single-weapon, dual weapon and sword and shield fighting styles.
-Witchers must be human.
-Due to their mutations, every witcher has infravision.
-Due to their mutations, witchers are allowed to drink special Witcher potions that would be lethal to anyone else. However they react much more to alcohol, and intoxication cause additionnal symptoms.

-Every witcher has access to the 5 Witcher Signs. One sign can be used every 5 rounds, and puts all the signs in cooldown for that duration. These signs can be cast at will (within the cooldown limitation) and have a cast time of 1:
-Igni: Deals 1d5 fire damage in a cone (Same size as Burning Hands) every 4 levels

-Yrden: Creates a zone centered on the witcher for 30 seconds. Both enemies and allies within the zone are slowed. The Witcher is immune to that effect. The slow decreases the number of attacks per round by 0.5 (increases to 1 at level 12), the movespeed by 1 per 4 levels up to 5 at level 20 and increases the cast time by 1 per 10 levels up to 3 at level 21.

-Quen: Creates a shield on the witcher. This shield blocks up to 1 per 5 levels (capping at 5 at level 21) incoming physical attacks.

-Aard: Aard pushes back enemies within a cone. Enemies must save vs paralysation at +2 (-1 per 4 levels) or be knocked down for 2 rounds.

-Axii: Axii attempts to stun its target. The target must save vs spell at +2 (-1 per 4 levels) or be stunned for 4 rounds.


-Each witcher has a custom HLA table. These tables include:
  • One to three mutations: Passive effects that enhance their fighting capabilities
  • For some of them, abilities in line with their school speciality
  • A few of the ordinary fighter HLA.

Available Kits:

Witcher of the School of the Viper:


Witchers of the School of the Viper are witchers specialized in Alchemy. They use their knowledge to brew potions. These potions can only work onto witchers, thanks to their mutations, and would be instantly lethal to anyone else.
Class Features:
-Can only achieve Mastery in one-handed and ranged weapons.
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Cannot wear Plate or Full Plate armor.
-Cannot Dual class.
-Has permanent Infravision.
-Can brew special witcher potions using ordinary potions once per day. Witcher potions are especially powerful but they induce a very strong intoxication and thus only a few of them can be used at once. These potions effect are so strong they can only be dispelled by White Honey, and they are instantly lethal to any non-witcher. Using their Brew Potion ability, they may also obtain a Witcher's Alchemy Handbook that will sum up every information a wise Witcher needs
-Can cast the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick any of the ordinary warrior HLA. Instead, Viper Witchers can definitely enhance some of their potions and pick the Toxic Blood, Euphoria and Metamorphosis mutations.



My advice when playing this class is:
-Be very careful about toxicity. Once you hit the critical point, you won't be able to use White Honey, and you will be very vulnerable to enemies, on top of taking damage regularly.
-Always have White Honey around. White Honey allows you to have more leeway while consuming your potions


Witcher of the School of the Cat:


Witchers of the School of the Cat are witchers who specialize in a very fast and deadly combat style.
Class Features:
-Can only achieve Mastery in one-handed and ranged weapons.
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Can only wear Leather and Studded Leather armor.
-Has Infravision.
-Cannot Dual class.
-Deal 20% less physical damage.
-Gain an extra half attack at level 1, and another at level 17.
-Gain increased movement speed: +1 per level up to 10 at level 10.
-Can cast the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick Whirlwind, Greater Whirlwind and Hardiness. Instead, may pick the Bloodbath mutation as well as Whirl and Cat Speed.


Witcher of the School of the Griffin:


Witchers of the School of the Griffin are witchers who specialize in using the witcher signs as an addition to their combat abilities.
Class Features:
-Can only achieve Mastery with any weapon..
-Can only achieve Proficiency in Single-Weapon, Two Weapon and Sword and Shield fighting styles.
-Can only wear armors up to chain mail.
-Has Infravision.
-Cannot Dual class.
-Can cast a more powerful version of the 5 witcher Signs: Igni, Yrden, Quen, Aard and Axii.
-May not pick Whirlwind, Greater Whirlwind, Power Attack, Critical Strike and Smite. Instead, may pick three extra signs (Fulmen, Heliotrop and Duplicare), as well as three mutations (Magic Sensibility, Piercing Cold and Conductor of Signs).



There is a minor issue with this class: If you select both Magic Sensibility and Piercing Cold during a single phase of level-up, you will have two abilities called Witcher Signs, only one of which actually contains the Piercing Cold Aard.
So when you plan on taking these HLAs, take them separately.




Future Content

This part is dedicated to kits I have already designed but not implemented, kits I would like to implement but haven't designed yet, and some extra content for existing kits, most notably new potions and oils (see below). The design in this part is not definite and subject to change.

Witcher of the School of the Wolf:

Witchers of the Wolf School are balanced and rather straightforward witchers:

They deal an extra 10% physical damage.
They are limited to splinted mail armor.
They can brew oils. Only Witchers can use oils. These oils allow the Witcher to deal extra damage against a certain type of enemy (Example: Elemental, Undead, etc…). Basic oils will deal 3% of the target’s maximum hit points +2 on hit against the type of enemies they are made for and will last for 1 hour. Witchers of the School of the Wolf may choose to improve their oils as an HLA. Improved Oils increase damage by 5%+4 instead and last until another oil is applied.

Available Mutations: Adrenaline Rush: On cast, your number of attacks will increase by 2, the amount of physical damage you deal will increase by 20% and your movement speed will double. This bonus will diminish by a quarter every 3rd round (After three rounds, the number of attack will decrease to 1.5, the increased damage will decrease to +15% etc…). Adrenaline rush can be pick 3 times and is not stackable with itself or effects such as Haste.

Mutated Skin: Passively grants 30% resistance to elemental damage.



Witcher of the School of the Bear:



These witchers are typically stronger and bulkier than their fellows, but less agile:
- Innate +2 to Strength and armor class, but -2 to dexterity
- Can wear any armor
- Extra 2 HP per level
- Does not gain an extra half attack at level 13
- 1% resistance to physical damage per level, capping at 20% at level 20
- Quen blocks one extra attack
- Movespeed lowered by 2


- Can pick Rend instead of Whirlwind as a high-level ability. After a short cast time, Rend is a melee ability that deals massive damage (5d10+12) to a target enemy.
- Can pick Second Life once as a high-level ability. Once per day the Witcher of the Bear School can become immune to death for an hour. Should his HP go below 10%, he will briefly become unable to move and immune to everything, and fully heal over the course of a few seconds.
- Can pick Mutated Skin. Mutated Skin passively reduces incoming elemental damage by 30%



Witchers of the School of the Manticore:



These witchers use bombs as a secondary weapon. They get to use any bomb a limited amount of times every day. Be careful that most of these bombs also affect allies and the witcher himself. These bombs can be enhanced by high-level abilities and function as follows:
Dancing Star: Deal fire damage to everyone in the area. Enhanced: Double damage
Devil’s Puffball: Poisons everyone in the area on a failed save vs poison. Enhanced: double damage
Dimeritium Bomb: Affected targets must save vs spell at -2 or suffer 100% spell failure for 15sec. Enhanced: double duration, save at -6
Grapeshot: Deals physical damage to targets in the area. Enhanced: double damage
Moondust: Force affected targets to become visible and remain so for 15sec. Enhanced: the affected targets are slowed
Northern Wind: Holds targets that fail a save vs paralysation at -2. Enhanced: No save on the hold. 20% chance to instantly kill the target by frozen death.
Samum: Blinds the targets within the area for 15seconds on a failed save vs breath at -2. Enhanced: Blind now lasts 1 minute. The affected targets suffer 20% extra damage from any source while affected by Samum.
Witchers of the Manticore School can only specialize in melee weapons, achieve mastery with two handed weapons, but may reach grandmastery with ranged weapons.
They may only wear armors up to Splinted chain mail and cannot pick any of the usual warrior HLAs.
HLA Mutations:
Cat Eye: Ranged attacks deal an extra 5% of the target’s max health as piercing damage.
Mirror Skin: Passively gives the Physical Mirror effect.




Other kits I have in mind but not yet designed. Not all of them will necessarily make it, and they might totally change by the time they are released:
Redanian Ataman: A Fighter Kit that acts as a leader, giving boosts to allies.
Crinfrid Reaver: A fighter kit specialized in fighting Dragons and other legendary creatures.
Knight of the Flaming Rose: A Paladin with special abilities to fight mages.
Skelligan Berserker: A Fighter Kit that can shapeshift into a bear.
Flaminika: A Female Druid kit with extra control over nature and its creatures.
Vaedermaker: A Druid Kit with control over the weather
Mahakam Skirmisher: a Dwarf Ranger kit with the ability to plant various traps
Scoia'tel Swordmaster: an Elf Ranger kit specialized in single-handed weapon combat.
Aen Saevherne: An Elf mage kit with extra knowledge and spellcasting ability
Sorceress of the Lodge: A Female Sorcerer kit. Details unknown
Nilfgaardian Intelligence: a Thief kit that specializes in infiltration. Bonuses to stealth, possibility of charming enemies, ...
Wild Hunt Warrior: An Elf fighter kit with Sarevok's skin, the ability to strike fear somehow, with minor space-time control (equivalent of shadowstep)
Wild Hunt Navigator: An Elf Mage kit with vast control over cold and space-time, and ability to summon Wild Hunt Hounds



Additionnal Content:
Black Blood: a new Witcher Potion that grants immunity to level drain and acts as a selective, vampire-only, but more powerful Fireshield*




KNOWN BUGS:
None so far, please test the kitpack and report any bug you find!

A way to accentuate magic item blue color

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Hi

I play with F.Lux installed because of the blue light on PC screen. On top of that, I often use yellow tinted glasses to spare my eyes further. This makes it really hard for me to see which items in my bag are magic and need to be identified.

Is there a way to enhance/change the blue color somehow?

Thanks for reading

[MOD] The Power of Belief

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

The newest version of this mod is available on GitHub.

Features

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

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

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

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

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

Upcoming Changes

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

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

Technical Limitations

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

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

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

Want to Help?

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

Feedback

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

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

Has anyone tried...

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1) Getting a new weapon profficiency in for Teeth, so that Morte can finally use teeth instead of fists? Fists are already "bastard sword profficiency", so wth

2) Defining new classess for the NPC's. Nordom is obviously a Ranger, Vhailor is obviously a Paladin (of Law rather than of Good) and is lacking his Mercykiller smite ability, Ignus seems to be a specialist Mage who isn't one and thus seems to lack an additional spell per level, and Dak'kon is supposed to be a Psion of some kind rather than a Fighter/Mage (although making him a different class would take a bit of thought about a few things). I'm not happy with how Morte getting fighter hit-dice makes him have waaay too many HP, either.

[MOD] Afaaq, the Djinni Companion for BG2 and BG2:EE released

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View Readme

Download Djinni Companion (latest version) (22 MB)


Meet Afaaq! The djinni who will be your faithful companion in the course of your adventures throughout SoA and ToB. Now available for Icewind Dale: Enhanced Edition as well!

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Content
- The djinni Afaaq who acts as your "seventh party member"
- Extensive dialog content between Afaaq and the protagonist
- Banters with the original Bioware/Beamdog NPCs (still in the works)
- Interjections and commentaries
- An extensive player-initiated dialog with Afaaq
- Up to five new interesting quests
- Six new areas
- A couple of unique artifacts
- Several easter eggs ;)

This mod is available for the original Baldur's Gate II, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition.

Overview

Afaaq is a djinni – a genie of the Elemental Plane of Air. He is very old even in genie terms. The numerous events he witnessed in his long life have left their marks on his personality. He appears somewhat reserved and radiates a melancholic, sometimes even gloomy aura. Afaaq is more serious than others of his kind and tends to talk in a rather long-winded and convoluted way. He respects wisdom and open-mindedness, but will also tolerate foolhardy behavior to a certain degree. Everything else he can tell you by himself.

When you first meet him, he is equipped with his favorite enchanted scimitar, has a small variety of spells and a couple of unusual innate abilities. The djinni gains experience much like a party member would do and levels up automatically. Depending on the choices you make during the course of the game, he may become even more useful later.

Initial Statistics
Class: Fighter/Mage at level 10/11
Alignment: Chaotic Good
Strength: 15
Dexterity: 16
Constitution: 13
Intelligence: 15
Wisdom: 16
Charisma: 11

If you want to know more, simply talk to him when he is around or in his magical lamp. He will be happy to answer your questions in detail.

FAQ

Q: Where can I find the djinni?
A: (Baldur's Gate II) You will find the djinni in the course of your Trademeet adventures.
A: (Icewind Dale) You can find it somewhere in Dragon's Eye.

Q: Could you be more specific where I can find the djinni?
A: (Full Version) The quest to find the djinni will be triggered when you attack Adratha, the potion seller of the druid grove. To reach her, enter the druid grove and look for a cottage in the upper right part of the map. She is the rakshasa in disguise.
A: (Light Version) You can find the djinni after you have killed Adratha, the potion seller of the druid grove.
A: (IWD:EE Version) The djinni is in possession of Yxunomei, the current ruler of Dragon's Eye.

Q: What's the deal with the full version and the light version of Afaaq?
A: The full version contains everything I've advertised in the readme and this FAQ, which includes banters, interjections, comments and several quests. The light version is just a stripped down version of the djinni without additional content. I have added this option as a bonus for people who already know him inside out or want to take him along in Icewind Dale.

Q: How useful is the djinni if he doesn't join like a regular party member?
A: Since he's rather tagging along than joining your party, you don't have access to his inventory or record screen. His spell selection is fixed as well, although it may expand at a certain point in the game. To compensate these limitations, I have given him many useful abilities and options how to interact with him. He also has an extensive PID menu, regardless whether he is inside or outside of his lamp. There is even more, but you should find it out by yourself. ;)

Q: Does he have a quest?
A: (Full Version only) Not only one. In the course of the game you can take part in up to five quests related to the djinni, his nature and his past. Some quests are mandatory, others are optional or depend on how you solved a previous quest.

Q: Does he get along with evil characters?
A: Afaaq is generally tolerant towards characters of any alignment. He won't always agree, but unless you're acting very abusive towards him, it won't come to a clash. It might even be worthwhile to take him along with an evil party at least once, as certain quest options are only available to evil-aligned protagonists.

Q: Can you romance the djinni?
A: No, you can't. But there is a friendship path of sorts. While Afaaq shares your company, his respect for you might grow or wane, depending on how you deal with certain events in your path. This is very important for specific events later on.

Q: How does he get along with other NPCs?
A: Currently, there isn't much interaction with most of the NPCs, so he will get along with everyone just fine. That will change however in one of the coming releases. He will get along better with like-minded characters, but he will also tolerate some of the more evil NPCs. That doesn't mean there aren't any surprises if you've got Korgan, Edwin or some of the other evil Bioware or Enhanced Edition NPCs in your party.

Q: Will there be crossmod content?
A: The banter system is designed to support crossmod content. So yes, it is possible with little restrictions. But my first priority is to add banters for all official NPCs.

Q: I want Afaaq to retreat into his lamp. How do I do that?
A: You can ask him to do it. Click on the "Talk" button (or press F1) and click on your djinni. He will initiate a dialog which presents you an option to return him into his lamp. Another way is to trigger his quick menu in Afaaq's item ability slot. You can also force him into the lamp when you click the lamp's conversation button.

Q: Afaaq is badly hurt. What are my options to heal him?
A: You can cast healing spells on him, like on regular party members. You can also offer your healing potions to him. If you want to do that, make sure you have any kind of healing potion in your inventory before initiating a conversation with the djinni. Select the appropriate dialog option and the djinni will quaff the potion almost immediately. The same procedure works if Afaaq is poisoned or diseased and you have any kind of remedy in your backpack.

Q: Sometimes I see strange messages in the game console which refer to Afaaq as familiar?
A: The messages are harmless and will only be shown whenever Afaaq tries to leave a map on his own or attempts to enter a store. Unfortunately they are hardcoded into the game itself and cannot be changed without patching the game executable.

Q: Will Afaaq become stronger later in the game?
A: (Full Version) Yes. He gains levels in the course of the game, similar to the level up process of your party members. To inspect his current strength, you can ask him to present his stats. One of his quests allows the djinni to become even more powerful. He will gain a couple of new innate abilities and spells as well.
A: (Light Version) Yes. As in the Full Version, the djinni gains levels in the course of the game. He will become even more powerful at a certain point in the game.
A: (IWD:EE Version) Yes. As in the Full Version and Light Version, the djinni gains levels in the course of the game. You can also choose between two options to make the djinni even more powerful. One of them can be triggered during your Heart of Winter journey by talking to a certain person who is relevant for the main quest. The second option is available in Lower Dorn's Deep from a certain shady character in the hidden Svirfneblin camp.

Q: Afaaq picked a fight with me. How does it affect the game?
A: (Full Version only) There are several points in the game where he may strongly disagree with the protagonist. Sometimes it even results in a fight. After you win the fight, he will be fully under your control. As a result, he won't banter with you and your party members anymore and it might affect future event. Everything else should work as usual.

Q: Quest "Vengeance": How can I disable the barriers around the temple complex?
A: (Full Version only) You'll need to place certain items into the slots next to the barrier. All of them can either be found or "earned" somewhere on the map.

Q: Quest "An unexpected encounter": I have entered the cave, but it looks like it has been abandoned already. How can I proceed with the quest?
A: (Full Version only) Unfortunately, you can't anymore. The quest has to be started before you participate in the drow summoning ritual in Ust Natha. Afaaq should have reminded you once or twice to pay a visit to the cave before it's too late. You can still continue your journey without finishing this quest. It will make certain events in the future slightly more difficult to overcome, however.

Q: Quest "An unexpected encounter": How can I enter House Arabani?
A: (Full Version only) You need a wardstone to enter their home. Since House Arabani is one of the smaller houses in Ust Natha, they have made alliances with other houses to survive. Maybe you can take advantage of this situation?

Q: Quest "Playing with fire": How can I enter the pool in the smuggler cave?
A: (Full Version only) Firstly, you need permission from the occupants of the cave to enter the pool. Secondly, you'll surely burn yourself if you want to enter the pool unprotected. Talk to the townsfolk to find a solution for this problem.

Q: I want to start a ToB-only or HoW-only game. Where can I find the djinni?
A: (Full Version) You can't. The mod is designed to be started in the SoA part of the game.
A: (Light Version) You can find the djinni after you have beaten Illasera.
A: (IWD:EE Version) You can find the djinni lamp somewhere hidden in the Shrine of Waukeen in Lonelywood.



Work on the Djinni Companion already began back in 2012. He eventually grew from a simple companion into a full-fletched NPC whose mere presence in your party draws you into a number of interesting quests throughout both Shadow of Amn and Throne of Bhaal. The Djinni Companion mod makes use of additional content from a number of mods, if it can find them during installation. You can find out more about it in the linked Readme.

Feel free to post your thoughts, suggestions, questions or bugs either here or in my topic on SHS Forums.

Have fun! :)

Darker Journal background color

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Hi

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

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

Is it possible? If yes, how?

BGEE / SOD "Item Replacement" Fun Pack (COMPLETED w/ WeiDU)

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Latest Update (2017):

Hi guys, this original mod is finally completed after a long time! Hope you guys who are trying this will enjoy. I definitely did. The combination of newer items really make the game refreshing and fun. :smiley:

A great member here CrevsDaak helped me to convert the content into WeiDU mod. Thanks alot buddy!

I currently have plans to update this mod with more new stuff and version, so just stay tune here! For now the latest version is v2.1

New plan for SOD (Testing phase as of March 2nd)

1) Might include a new set of Tome/manual (Except Tome of Understand)
2) Might include more new items (below)
3) At least 2 new crafted item from Jegg
4) Change Guardian Devil resistance bonus from missile to crushing. (Too OP with Rhino Plate)
5) Increase item value of Dragonscale Shield/Armor to 10K GP
6) Update amulet of cheetah speed's Movement speed to opcode 176
7) Fixed some reputation quest in BGEE (For eg you can only get Boot of North if high reputation)
8) Necklace of Form Stability is now found as loot on Bhaal Temple instead of Nazramu store.
9) Reshuffle Item placement at Dragon Cave. Add in Small shield of rapidity +1 to the corpse
10) Dragon Bane +3 shifted from Dragon Cave to Spider Cave cache.

Possible New Item [SOD]:


Mithral Full Plate Armor - Replace FPA at Korlaz Secret room



Type: Armor (Non-enchanted)
AC: 0 (-3 vs slashing, -2 vs missiles & piercing)
Weight: 35
Not Usable By: Non-Warrior, Barbarian, Archer, Kensai

Compare to normal FPA, offers +1 AC vs. crushing attack, half as heavy and only 12 str requirement


Small Shield of Rapidity +1 - Dragon Cave Corpse



Type: Small Shield
AC: +2
Does not protect against missiles
Special: 10% chance to trigger haste (2 rounds) on wearer on successful melee hit.
Not Usable By: Non-Warrior, Kensai


Combat Shield of Rapidity +1 (Upgraded)



Type: Medium Shield
AC: +2
Physical Damage Resistance: +10%
Permanent Haste
Special: Using ranged attack will negate the Haste. Haste will resume 1 round after wearer stop attacking with ranged weapon.
Not Usable By: Non-Warrior, Kensai

Requires Boot of Speed (boot01), Cloak of Dampening and Small Shield of Rapidity +1 to upgrade. Restricted to warrior class.


Notable Changes in v2.1 (Completed since 11th Feb)

1) 3x Ring of Wizardry has been reduce to 1, Ring of acuity is added in for that change
2) 3x Gauntlets of Weapon Expertise has been reduce to 1, GoES is added in for that change
3) More new item added in to replace alot of duplicated items found in BGEE/SOD. Check detail log for more info.
4) Nazramu Store now sells better and more powerful UNIQUE magical items.
5) Improved XP of some quest and encounter (very small scale)
6) Fixed certain quest and bugs
7) EXP Cap on SOD has been raised (600K max)


Detailed Log V2.1 (11th Feb'17):

SOD Content:

1) UPGRADED MORENTHERENE TO A MATURE ADULT DRAGON
2) Add Dragon Bane +3 to Dragon Cave's Corpse
3) Add Necklace of Form Stability to Dragon Cave's Corpse
4) Raised XP cap to 600K & Start_XP to 161K
5) Increase XP of Gauth from 6K -> 9K
6) Duration of Improved Haste on Amul26 has been reduced to only 1 round.
7) Modify NPC inventories to certain unique items are not repeated (Adoy Belt, Relair's mistake for.eg)
8) Allow off-hand THAC0 bonus of Belt of Skillful Blade to apply to all class.
9) Replace Ring of Protection+2 with Royal Guardian +2** (Entar, Duchal Palace)
10) Replace Gauntlets of Weapon Expertise with Extraordinary Specialization (Nazramu Store)
11) Remove Ring of Free Action (Nazramu Store)
12) Replace Necklace of Form Stability with Black Wolf Talisman (Nazramu Store)
13) Replace Ring of Wizardry with Ring of Acuity (Kherriun, Kanaglym)
14) Add in Stonefire +3 to Daeros hidden cache. (BD4300)
15) Helm of Domathoin: Increase PDR (3% -> 5%)
16) Star-Strewn Boot: Increase MR (7% -> 10% MR, Wizard Slayer MR remains at +15%)

BGEE Content:

1) Added Cloak of Dampening** (Ulgoth Beard Store)
2) Added Ring of Fire Control (Ulgoth Beard Store)
3) Removed Orc Leather +3, replaced with Ammo Belt (Black Lily Store)
4) Replace Wakisashi +2 with +1 version (AR2100)
5) Buffed Girdle of Fortitude (Set to 18 Con once Equipped)
6) New BAM for Ulcaster Academy Ring. All charged abilities reduce to once per day.
7) Swap the item icon for Bow01 & Bow03 to the original BG Version


New Item List [SOD]:


*Item name* - *In-game location* (*Originally from*)


Dragon Bane +3 - Dragon Cave (BG2EE)



Type: Halberd
Damage: 1d10+3, +6 vs Dragon (Piercing)
Thac0: +3
Speed Factor: 6
Not Usable By: Same as Halberd restriction


Stonefire +3 - DS Castle Basement (BG2EE)



Type: Axe
Damage: 1d8+3, +2 fire (Slashing)
Thac0: +3
Speed Factor: 4
Not Usable By: Same as Axe restriction


Black Wolf Talisman - Nazramu Store (IWDEE)



Type: Amulet
AC: +1
Hit Points: +10
Save vs. Breath: +1
Cold Resistance: +10%
Not Usable By: Wizard Slayer


Royal Guardian +2 - Entar Silvershield (NEW)



Type: Ring
AC: +2
Saving Throw: +2
MR: +5%
Not Usable By: Wizard Slayer


Ring of Acuity - Kherriun (BG2EE)



Type: Ring
2nd level Spell: +2
3rd & 4th level Spell: +1
Not Usable By: Non-Mage Class


Gauntlets of Extraordinary Specialization - Nazramu Store (BG2EE)



Type: Bracer
Damage: +2
Thac0: +1
Extra 1/2 APS
Not Usable By: Non-Warrior Class



New Item List [BGEE]:


Hunter's Ring - Friend Arm Inn (NEW)



Type: Ring
Set Trap: +25%
Not Usable By: Non-Rogue Class


Ring of Earth Control - Tracea Carol (BG2EE)



Type: Ring
AC: +1
Charm Earth Elemental, Flesh to Stone (once per day)
Not Usable By: Non-Rogue Class


Ulcaster Academy Ring - Ulcaster Ghost (IWDEE)



Type: Ring
Save vs. Spell: +2
Cast Larloch Minor Drain, Horror, Vampiric Touch (Once per day)
Not Usable By: Non-Mage Class


Ring of Human Influence - Dushai (BG2EE)



Type: Ring
Charisma: 18
Charm Person (once per day)
Not Usable By: Non-Rogue Class


Amulet of Cheetah Speed - Lothander (BG2EE)



Type: Amulet
Movement Speed: +2
Improved Haste 1 round (Once per day)
Not Usable By: Wizard Slayer


Girdle of Fortitude (BG2EE)



Type: Belt
Constitution: Raised to 18
Not Usable By: Wizard Slayer


Cloak of Dampening - Ulgoth Beard Store (NEW)



Type: Cloak
Phy. Damage Resistance: +10%
Not Usable By: Wizard Slayer


The Stone Breaker - Siemmon (NEW)



Type: Bracer
Strength: +1
Not Usable By: Non-Warrior Class




MOD AVAILABLE FOR DOWNLOAD BELOW!
To install the mod simply run setup-unique_items.exe, do the same to uninstall.


Refer to my post (3rd one) below for more INFO

Force-Paused Spell Immunity Menu, extended Contingency options

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I haven't put together a Weidu for either of these, yet. Right now this is just to share some findings:

Spell Immunity Menu:
Unlike spell learning/memorization, Sequencers and Contingencies do not acquire their spells from indexing an internal list of available/known/memorized spells, but from a direct reference to the spells RESREF or filename. This means that we can set up the UI to allow us to Sequence or Contingency any specific spell we want, without having to have it memorized or even known.
The first thought I had for this was Spell Immunity, as Sequencer Creation offers a forcibly-paused screen to avoid the mishaps of the select spell menu offered by opcode 214.
First, I disable all elements of the MageBook screen depending on which Sequencer/Contingency is currently being selected, such as "SPWI510".
Then I made a simple octagon menu of icons for the spell schools that will only be displayed when the Sequencer is "SPWI510", and have each of them sequence their Subspell directly by filename.
A few modifications to and a subspell of "SPWI510.spl" to give it a proper cast time and run a Sequencer Creation.
Added "SPWI510" to the annoying "mageBookStrings" table.
The result, is casting the spell immediately pauses the game and pops up this:

Clicking one of the 8 icons updates your choice and the label in the center to tell you which it is, clicking the center button casts the spell. Pressing "escape" escapes the selection and wastes the spell.
So far I've had two big disappointments:
- The first is that I could not remove the background greyscale, even after removing the greyscale-on-pause and greyscale in the MageBook it is still there.
- The second is that other sequencers and contingencies can only handle one instance of the Spell Immunity spell at a time, as all instances will use the school chosen by the first one. But so long as you only put one instance of Spell Immunity into them, they work fine, pausing the game so the spell can be selected, no matter which character owns it or is currently selected.

This could just as well be applied to the Totemic Druid's Summon Spirit Animal, the previous Enchanted Weapon spell, or really anything that uses a 2da menu selection provided the spells have the same casting time, and are all either "target creature" or "target point".


Contingency Conditions:
I also took another look at contingency conditions. The hardest part was figuring out the last column (TRIGGER), until realizing that both it and the first colum(row#) are meaningless. Instead, the file "CONTCOND.2da" matches its rows position directly to the parameter2 options of opcode 232, provided you start counting from '0'. Extending the file with entries for all 21 parameter2 options fills the Condition menu with options.
Most didn't have strings, so I had to make up my own, but they work just like they would if used in opcode 232:
Pardon the lack of spell icons, its unrelated.
There are some drawbacks:
- Since they are matched to row numbers, you can't skip any, such as #10(Every Round) which just causes the game to crash. It would need to be removed from the list through UI.menu, or at least warned to not select it.
- I have not found any way to set the Special field through the Creation opcode, rendering options 13 and 21 severely limited(can only check Daytime and Spellstate:Hopelessness, respectively), and options 14, 15, 19, and 20 practically useless( Range:0, "Never", HP < 0, HP < 0%).

The ones that can be put to use:
When Attacked
Contingency Target within 4ft
Contingency Target within 10ft
Took damage
Caster killed a creature
Caster died
Contingency Target died
When Turned

The Contingency target section can also be expanded, but is only missing one entry, "ANYONE", and can be added to Chain Contingency by giving CONTTARG.2da a proper fourth row, however, regular contingencies are still limited to only "Myself".

[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.

Fans of Dungeon's and Dragons in Baldur's Gate

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I'm an old AD&D player from the early 80's, say '79-83. I've always enjoyed it even after I 'grew up' and exchanged my dice and TSR Manuals for beer and hotties. But I digress.

Who here is a fan of the same? The reason I ask is that I've always tried to tailor my BG universe to the rules I played under back then. After all, Forgotten Realms is on the same planet as the World of Greyhawk was, i.e. Oerth.

Level 1 NPCs assisted me greatly in ensuring my classes/kits somewhat mirrored those in the original Players Handbook and Dungeon Masters Guide.

What are some of the better mods that attempt or assist you in getting there using Baldur's Gate Enhanced Edition?

I see some that address AD&D 3.5 (which I'm not familiar with). What else?

Would love to hear your ideas and input. CT

[Tool] QDMULTI: A Library for Multiclass Kits

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

The newest version of this library is available on GitHub.

Background

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

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

Usage

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

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

Limitations

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

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

Applications

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

QDMULTI in Action

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

Permissions and Support

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

[MOD] BGII:EE - Unofficial Item Pack

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For many years bothered me that lot of items have completely untapped potential.
So I decided to rework large number of them and "Unofficial Item Pack" was born.

Version 2.7b:
https://www.dropbox.com/s/50uwfjant30fert/Unofficial Item Pack V2.7b.zip?dl=0

Unfortunately, (most parts) this mode (part one is exception) requires starting a new game and patch version 2.0 or higher.

Languages: English, Czech

Installation of this mode has eight optional parts:

A ) Unofficial Item Pack

01) Malla's Soul Stone - Human souls are source great strength. Gotta catch 'em all!


02) Sigil of Tyr - Only for the best of us.


03) Dark Elven Chain - Armor Class: +1


04) Handmaiden's Mace - Now Mace +3 (also new, better model)


05) Mask of King Strohm III - I do not see practically nothing.


06) Symbol of Amaunator - Praise the sun!


07) Human Flesh +5 - You can be evil and also look elegant. (recolored)


08) Keepsake Locket - True love make you stronger.


09) Shadow Dragon Wardstone - Loks like Ioun stone to me...


10) Mantle of Waukeen - You can save the world with this stylish jewelry!


11) Kurtulmak's Crystal Shard - Ruby crystal? Hmm...


12) Soul Reaver +4 - The ultimate weapon for evil incarnate.


13) Boo - Simply because I can!


14) Deirex's Gems - Souls belonging drow warriors? That sounds useful.


15) Talisman of the Hearthfire - Jump to left or jump to the right!


16) Girdle of Fortitude - Stay healthy little longer.


17) Blackmist +4 - Now you see me...


18) Cloak of Balduran - New drop from Firkraag
19) Helm of Opposite Alignment - Ask undead mayor
20) Girdle of Femininity/Masculinity - Owned by biggest Casanova in Amn
21) Bracers of the blinding strike - New drop from Drizzt (According lore he should have them)
22) Cloak of Displacement - Blur is gone
23) The Claw of Kazgaroth - Blur is gone
24) Silver Dragon Scales - New drop from Adalon
(Right now usable only in ToB. Modification for Cromwell will be in the next version.)

B ) Scarlet Katana

01) Scarlet Katana - Scarlet Ninja-To is now Scarlet Katana.
Higher price, but useful for monks, bards and thieves.

C ) Gourmet from Underdark

Someone said "Rare ingredients"?
That sounds very... delicious.


01) Kuo-toa's Blood - It tastes little bitter.


02) Elder Brain Blood - It tastes pretty sweet.


03) Eyestalk of an Elder Orb - It tastes like chicken.
Boo approve this very tasty dish. :smile:


WARNING: Do not eat them all!
At least one is required for Q.

D ) Holy symbols

All six holy symbols will now have Armor Class: +1

E ) New Items

Completely new (almost) original items.
(Adventure Mart)

01) Butcherer of Innocents - BLOOD!


02) Guenhwyvar's Figurine - New drop from Drizzt


03) Ring of superior arcane clumsiness - In possession of a well-known religious madman


04) Hourglass of Gond - Reward for the hardest fight of your life.


05) Kangaxx's robe - New robe for evil mages

F ) SoD Items

Few useful items from SoD.
(Adventure Mart)

01) Backwhacker +2


02) Nimblefinger Gloves


03) Stalker Gauntlets


04) Screaming Bagpipes


05) Cloak of the Gargoyle


06) Crown of Lies


07) Wizzard Hat


08) Circlet of the Cynosure


09) Bloody Bone Plate +2


10) Robe of Arcane Aptitude


11) Shield of Egons +2


12) Fleshripper +2


13) Daeros' Full Plate +1


14) Headband of Focus


15) Tongue of Acid +3 - New drop from Thaxll'ssillyia (Shadow dragon)


16) Key ring - New drop from Ilyich


G ) Better archery shop



This guy will have much bigger inventory + some ammunition from SoD.

01) Bullet of Fire +1


02) Bullet of Ice +1


03) Bullet of Electricity +1


04) Bolt of fire +1


05) Bolt of ice +1

H ) Reworked free action

Abilities that prevents from being hasted were removed from the following items:

Firecam Plate
Ixil's Spike +6
Flail of Ages+5
Ring of Free Action

Embarassingly basic question about the Override folder

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Hi,

If I want to change the Quayle NPC to a thief, could I just extract the .cre, change the stuff I want, drop that .cre in the Override, and that's the Quayle I'll meet in-game? (Beats renaming the file and summoning thru the console, breaks immersion)

Making an NPC Mod

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Hi :)

After doing a lot of kit mods that nobody likes I'm ready to move on and start doing NPCs mods that no one wants.

I'm currently reading a guide that looks like baby-steps enough for me, but I would like to know if anyone has any hint or tip for a rookie in this area.

And I'll start with two questions:

1) How do I create a sound set?

2) Anyone willing to make a portrait that I can use? @Buttercheese @O_Bruce @DJKajuru ?

Just for fun, why do we care about infravision in Baldur's Gate?

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So, I was thinking back to playing D&D 2nd Edition. If you were human and didn't have infravision, you could get pummeled, especially in a deep, dark dungeon, against Orcs, Goblins or anything else that had infravision, and most everything down there did.

We could & would buy torches at any store (1 cp - copper and silver pieces were used in 2nd Edition AD&D) to use underground/dungeons (of course, they let enemies/monsters know we were coming too).

A kind Dungeon Master might go easy on you if your torches burned out, maybe choosing not to have those 'random monsters' attack you when they just rolled % dice that indicated otherwise. But some DMs, well, not so much. :neutral:

But in Baldur's Gate, we can see whether we have infravision or not. Now, I always play a human but I keep the Helm or Ring of Infravision for role playing purposes , trying to ensure anyone in my party without infravision has something to use as well.

I can do the same as above and assume we have torches in, e.g., Firewine Ruins. But then, the Helm & Ring of Infravision are just items to sell and have no in-real game use.

Again, this is just to chew on for fun. Thoughts? CT
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