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Editing .cre and re-assigning SOUND in EEKeeper and NearInfinity

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Hi,

me again!

It appears it might be easier to simply build Quayle, or any other NPC, from the ground up if I want to change their classes entirely, what with different saving throws, THAC0, thieving skills (and racial bonuses) etc. The only thing I can't figure out is how to reassign sound sets in EEKeeper. I have putzed around with NearInfinity for the first time ever. Is there a way to assign an NPC's entire sound set to another .cre in one go in NearInfinity?


(Context, if anyone wants it: I want to make an alternative Quayle who is a thief with the Alchemist kit from Might & Guile. I love Quayle's personality but not his class combination, and I want an Alchemist in my group, but I don't want Imoen and I want to play an Acolyte of Beshaha for my Charname. Quayle's personality fits with someone who spends too much time hovering over glue and chemicals; and the kit's pseudo-magical abilities, including the ability to learn to create some illusionary spell effects for a character with Intelligence 15+, fit well with Quayle, who is a smart git. It's a match made in heaven. I'll make a basic thief-Quayle, drop the dude in the Override folder, and then assign the Alchemist kit in-game with NPC_ee.)


NPC Mod proficiency points - how do i change them?!

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Hey! ive been using DTCLEP for the first time to override certain NPCs and change their class/kit etc. So far working well however i cant seem to alter proficiency points.
Basically made Xan a Blade to make use of his Moonblade. Hes due an extra point but i cant add it in (other than through EEKeeper ofc). So how do i do this?
Also any suggestion on where i should put said point are appreciated!

Thanks!

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

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Introducing a new Fighter kit: The Mercenary.

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

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

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

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

Advantages:

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

DIRTY FIGHT:

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

Sand in the eyes. Target is blinded.

Punch in the throat. Target is silenced.

Kick in the knee. Target is slowed.

Hit in the lung. Target is winded.

Blow in the head. Target is stunned.

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

Disadvantages:

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


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

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

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

Enjoy!

Version 4 of Tweaks Anthology Now Available

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

Version 4 Changelog

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

New versions of NearInfinity available

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Near Infinity (or short: NI) is an open source cross-platform browser and editor for resources of Infinity Engine games.

Download latest release

Near Infinity Wiki

Summary of new features:
  • Supports the following Infinity Engine games, including expansions:
    • Baldur's Gate
    • Baldur's Gate II
    • Icewind Dale
    • Icewind Dale II
    • Planescape: Torment
    • Baldur's Gate: Enhanced Edition
    • Baldur's Gate: Siege of Dragonspear
    • Baldur's Gate II: Enhanced Edition
    • Icewind Dale: Enhanced Edition
    • Planescape Torment: Enhanced Edition
  • Supports the following fan-made conversions and compilations:
    • BGTutu and EasyTutu
    • Baldur's Gate Trilogy (BGT)
    • Enhanced Edition Trilogy (EET)
  • Supports case-sensitive filesystems (as found on Linux and derivates) without the requirement of tolowered game installations.
  • DLC support (which is currently used for the "Siege of Dragonspear" expansion provided by GOG and Stream)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (the movie format used in the original BG1/BG2 and IWD games)
  • A new area viewer (found in the view tab of each ARE resource entry), featuring:
    • Day and night maps
    • Simulation of different daylight lighting conditions
    • Overlay support (for displaying water, lava, etc.)
    • Visualization of various map structures (actors, regions, doors, animations, ...)
    • Map zooming (fixed zoom levels and auto-zoom)
  • Various conversion routines (found under the menu Tools->Convert):
  • a powerful BAM Converter
  • Image to BMP (supports transparency; required for images displayed in BG(2):EE's item descriptions)
  • Image to MOS
  • Image to PVRZ
  • Image to TIS
Syntax highlighting support and selectable color schemes for BCS scripts, GLSL and SQL resources Extended search (found under the menu Search) and many more...

These are work in progress releases, so you may still find a bug or two, especially in the new features. You might want to browse this thread for more information or visit the download page once in a while to see if updated versions are available. Alternatively you can visit the main branch of NearInfinity, however it is updated much less often.

@AstroBryGuy is providing Mac OS X specific app packages of the latest Near Infinity snapshots. It provides a better integration into the system, such as adding a Dock icon or using the system menubar.

Note: NearInfinity requires Java 8 or higher. It has been tested mostly on Windows systems, but it should work reliably on any system supported by Java.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions either here or in this thread.

[NPC mod] Ashar

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image


When asked about her past, ASHAR snaps, "What does it matter now?" and flicks her hand dismissively. Nevertheless, she starts to incoherently relate her tale. She was raised in the Sword Mountains, north of Waterdeep. In this place, a powerful warrior called Dagon Iron Shield created a country which gathered local half-orc tribes. Ashar served in Dagon's personal guard. She talks with a great respect for him, praising his skills, honor, and fair deeds. However, two years ago, Iron Shield was killed by his power-hungry son. Most of Dagon's supporters were forced to flee or be killed or, as Ashar was, be sold into a slavery.



This modification adds a new, joinable NPC to Baldur's Gate II: a half-orc barbarian named Ashar.

Ashar can be found near the Copper Cornet's entrance, right after the death of the tavern's owner, Lehtinan.

The modification offers about 20 dialogues with the PC, a modest romance, as well as many interactions, comments, and banters with all BGII NPCs.

Ashar is aggressive, plainspoken, but also a bit confused woman. Fell free to say what you will, during talks with her, there aren't any "correct" or "incorrect" answers. However, be aware, because your words and deeds may have a great impact on Ashar's character.

Great thanks to: Damianus_NT, Lava Del'Vortel and Vinci for their help in testing and creating the modification!

Special thanks to Geddoe, who have taught Ashar how to speak English correctly. Thank you for your great proofreading job!

Have a good game and any comments are welcome! :)

Additional information:
- The modification is compatible with both the "old" game version (Throne of Bhaal expansion pack is required) and Enhanced Edition.
- Her "friendship path" talks activate approximately once per hour, check Readme file for full list of dialogs.
- Romance can be started after "friendship path" dialogs, in the Underdark. Check Readme file for more information.
- Ashar should be joined to your party in II or III game chapter. You will miss much of the modification content, if you join her later.
- For now, the modification doesn't have any content for the Throne of Bhaal expansion.
-To install the modification you need to extract Setup-AsharNPC.exe and AsharNPC folder into your game folder, double-click Setup-AsharNPC.exe and follow the instructions.
- English and Polish language versions included.


[v0.5] Warlock Mod

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

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

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

CLASS FEATURES:

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

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

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

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

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

Invocations:
LEAST
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.

LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours

GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.

DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.

HLAs:

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

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

[v1.3] Way of the Assassin - an assassin kit rework

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Download the current version of the mod here: https://github.com/ArtemiusI/Way-of-the-Assassin/releases/latest

ASSASSIN: The Way of the Assassin is a feared profession, and rightfully so. A master of the art of killing, the assassin is noteworthy for being able to slay a living man with a single calculated blow or from the slightest cut with a poisoned blade. No man alive is capable of killing a target in as many ways as an assassin, and once an assassin has marked a chosen target, their fate is often sealed. While the act of assassination demands swiftness and guile, an assassin's most important skill is patience; the patience to analyze their target, observing for weaknesses, and finding the most effective way to ensure the kill and fade away unseen.

Those who choose to walk the path of assassination do so for a variety of reasons. Many are opportunists, selling their services for personal gain. Some are vigilantes, hoping to make the world a better (or at least more peaceful) place by exterminating 'undesirables'. Yet others do so simply for the thrill of the kill. It is said that no two assassins are alike in either motive or technique.

Because of the unsavory nature of their profession as well as their preferred mode of operation, assassins are dreaded and reviled by decent folk. Assassins do not seek fame and recognition, as such things are detrimental to their cause and thus they rarely take positions of leadership or band in groups at all. The best assassins are all but unknown.

Advantages:
- Begins with a x3 backstab multiplier. The assassin's backstab multiplier caps at x7 at 17th level.
- Gains a +10% bonus to Hide in Shadows and Move Silently at 1st level and an extra +5% for every level thereafter.
- Gains a +1 bonus to Saving Throws vs. Death at 1st level and every 10 levels thereafter.
- May use the Poison Weapon ability once per day starting at level 1 and gaining one extra use every six levels thereafter.
- Gains the Analysis and Enhanced Backstab passive effects.
- From 5th level onwards, gains the Hidden Blade passive effect.
- From 10th level onwards, may use the Cloak of Shadows ability once per turn.

Disadvantages:
- -2 penalty to Charisma.
- -2 penalty to starting Reputation.
- May not wear armor heavier than leather armor.
- May not Set Traps.
- May only be of any non-good alignment.
- May only distribute 10 skill points per level among thieving skills.

ABILITIES

POISON WEAPON
The assassin is capable of coating their weapon for the next eight hours with a slow-acting but extremely potent poison. This poison deals damage and reduces the target's Constitution immediately and every following round for at least four rounds. After four rounds have passed, the target must make a Saving Throw vs. Death or remain poisoned for another four rounds. Therefore, the poison has the potential to last indefinitely as long as the target does not make a successful Saving Throw. The target may not die of Constitution loss caused by the poison.
1st level: Target suffers two poison damage and loses one point of Constitution. No save modifier.
6th level: Target suffers four poison damage and loses one point of Constitution. Save modifier of -1.
11th level: Target suffers six poison damage and loses two points of Constitution. Save modifier of -2.
16th level: Target suffers eight poison damage and loses two points of Constitution. Save modifier of -3.
21st level: Target suffers ten poison damage and loses three points of Constitution. Save modifier of -4.

PASSIVE: ANALYSIS
For every round that the assassin remains invisible, they gain a +1 bonus to hit and damage up to a cap of +2 at 1st level. This bonus increases by at +1 at 5th level and every 5 levels thereafter. Attacking depletes all stacked bonuses instantly while leaving stealth non-aggressively causes bonuses to gradually deplete over time.

ENHANCED BACKSTAB
The assassin is capable of crippling their victim with their backstabs, inflicting one of the following effects. Save modifiers decrease by one for every six levels gained thereafter.
Paralysis: Target must save vs. death at +2 or become paralyzed for 2 rounds.
Hamstring: Target must save vs. death or have their movement rate and Dexterity halved for 8 rounds.
Bleeding: Target must save vs. death at +2 or suffer 1d4+1 piercing damage every round for 2 rounds + 1 round/6 levels.
Cutthroat: Target must save vs. death or be silenced for 20 rounds.
Lethality (Level 17+): Target must save vs. death at +4 or be slain instantly.

PASSIVE: HIDDEN BLADE
When the assassin kills their target, they briefly turn invisible and moves at double their movement rate for one round. This may not occur more than once every five rounds, reduced by one round for every 5 levels gained thereafter (no cooldown at 30th level)

CLOAK OF SHADOWS
The assassin becomes completely invisible and undetectable for two rounds or until they attack, becoming immune to all revealing effects. Even creatures that can normally see through invisibility are unable to target the assassin during this time.

High Level Abilities

EXPOSE WEAKNESS
To an assassin, no enemy is without a weak point. Using this ability, the assassin may mark a target as vulnerable, reducing their Armor Class by 10 points and setting their physical resistance (if any) to zero for three rounds. Additionally, if the target is immune to backstabs, they lose their immunity permanently. This ability can be taken multiple times, but an assassin can only mark a single target at any given time.

PASSIVE: ASSASSIN'S BLADE
A master assassin's blade must be honed to the sharpest edge. This innate ability permanently increases the assassin's critical hit chance by 10% and his backstab modifier by 1.

Requires: Expose Weakness

DEATH ATTACK
A high-level assassin's intimate knowledge of vital spots on opponents allows them to, once per day, strike a lethal blow against a target. With this ability, the assassin's next attack within five rounds becomes a guaranteed critical hit and kills the target instantly on a failed save vs. death at -4.

Requires: Assassin's Blade

[MOD] Sarevok Animation Patch

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This mod simply patches up the empty animations (two-handed attacks, dual-wielding attacks, spellcasting) for Sarevok's model. No new animations are added - all missing animations are filled in with appropriate existing ones. This mod is only really useful if planning to use the animation for a PC or spellcasting character, as the vanilla Sarevok will never need these animations. However, this might be a useful resource for anyone who wants to use the awesome Sarevok model.

BUGS
While casting spells, Sarevok's model will occasionally face slightly in the wrong direction. It's fairly minor and doesn't happen often.

A preview of the patched casting animation:


[MOD] Bags of Torment

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Download: Bags of Torment (latest)

Important: Current patch version of PST:EE (v3.1.3) contains a bug that resets any container content when you enter the Modron Maze. To work around it you have to biff the content of the override folder.

To do this, download Generalized Biffing and unpack it into the game's installation directory. The included executable "setup-generalized_biffing.exe" should be updated automatically to the latest WeiDU version that supports PST:EE when you start it.

It can be installed at anytime before you enter the Modron Maze for the first time. There is no need to start a new game.


Description
This mod adds a number of unique containers to the game which can be purchased from various shops or acquired by other means. One of the containers may also trigger a small quest.

The mod is available in English, German, Korean, Polish and Russian.

How to install
This is a WeiDU mod, that means it is very easy to install. Simply unpack the downloaded archive into your game directory and run "setup-BagsOfTorment.exe".

Components

1. Containers for PST:EE (main component)

Installs the following containers:
  • Imp Leather Bag: Can be purchased from a merchant at the marketplace in the Hive. May store up to 50 items.
  • Modron Storage Crystal: Can be looted from the Evil Wizard Construct in the Modron Maze. May store up to 200 items. (Hint: Killing the construct quickly might pay off in an unexpected way.)
  • Pocket Singularity: An exotic item that can be purchased from Vrischika's "Curiosity Shoppe" at Clerk's Ward. You'll have to figure out how to make it work first. May store up to 500 items.

2. Increase storage capacity of containers (requires main component)

This tweak increases the original storage capacity to over 32000.

[Tweak] BGEE 1.3-ish dialog box

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Good news everyone !

After a lot of work, trial and error and experimentation, I finally managed to reproduce a dialog box that behaves almost like in 1.3.
  • It only have one scrollbar
  • If you scroll up, you get the dialog history in the same box
  • It should work even with bigger font
  • It should work for BG1EE, SoD and BG2EE
Here are some screenshots:






Installation:
- Select all the text from these lines:
` worldNPCDialogText = ""
to the line before this code:
menu { name 'CHARACTER_SELECT'

And replace the selected text with the content of the attached text file.

Changelog:
v0.3: Less text flashing. The scrollbar only appears when you start scrolling.
v0.2: Fix history height computation. Fix out of bound access.
v0.1: Initial release

[Idea] Rebalanced Items of the Planes

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Items of the Planes will eventually be a mod that changes the various weapons and gear available in Planescape: Torment in a manner akin to Item Revision for the Baldur's Gate series of games. The hope is that with this mod, combat will become a bit more balanced, rather than just a nuisance between dialog menus.

At this point, I have some ideas that I'd like feedback on.

Standardized Weapons

Weapon design in Planescape is all over the place. Items of the same class have vastly different mechanical numbers attached (e.g. there are punch daggers that deal 1d2 damage all the way to 4d4). Absolute first order of business is establishing a baseline for all weapons of a given "type".

The types are defined as follows:
- Axes: d8 slashing damage; usable by Fighters
- Clubs: d6 crushing damage; usable by Fighters and Thieves
- Hammers: d8 crushing damage; usable by Fighters and Priests*
- Maces: d6 crushing/piercing damage; usable by Fighters and Priests*
- Daggers: d4 slashing/piercing damage;; usable by Fighters, Mages, and Thieves
- Punch Daggers: d3 piercing damage; +1 Attack per Round; usable by Fighters and Thieves
- Gauntlets: d3 crushing damage, +1 Attack per Round; usable by everyone.

Maces would now be grouped with Hammers rather than Clubs for the purposes of Proficiency.

Expectation vs. Reality

Did you know that Vhailor's Axe actually receives no bonuses against Chaotic enemies, despite the description claiming "[t]he considerable damage it causes to an opponent is doubled if the axe strikes a guilty or chaotic creature"? Did you also know that The Justifier, despite explicitly stating that it was "designed to aid the followers of good and maim the followers of evil" has no alignment restriction, nor any damage bonus against Evil enemies. These kinds of inconsistencies are present in dozens of items present in the game. No longer. Any description of the enchantments of the item will accurately describe what the item does (perhaps with slight tweaks to the description or the actual effect).

For example, Vhailor's Axe "Final Judgment" would now have the Axiomatic property (+2 to damage vs. non-lawful; +2 more damage [+4 total] vs. chaotic), while his armor would grant him the effects of a permanent Protection from Chaos (+2 to AC and saves vs. chaotic creatures) effect.

The Planes of Balance

Mage items in Planescape Torment are comically overpowered. The best in slot Mage-exclusive earring gives 2 1st level spell slots and +2 Armor Class; the best Thief exclusive earring gives +10% bonus to Stealth. The former is better than all other earrings, while hte latter can't even rival the mediocre faction earrings. Mages in Planescape can actually get more AC than Fighters through combination of the Mage-exclusive Magus Guard + Ring Zero + Ring of Thex (which, in addition to a total base AC of -3, provides +20 Max HP, +3 Int, +1 spell slot per level, and +2 to all saves).

Having made my point, part of this mod would seek to normalize balance within item groups, and make sure that Fighters, Mages and Thieves all have gear of equivalent power available to them.


With all of this, I'd love any input or ideas people might have. I have some item designs that I have already sketched out, but if you have a particularly creative idea for an item, feel free to let me know. I'll try to post some of my designs soon so that people can provide feedback.

Divine Mods Breakdown

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I'd like help unwrapping the pro's and con's of these mods:

Divine Remix*
Deities of Faerun
Faiths and Powers or faiths and Pantheons (have seen it both ways)
Paladins of Faerun

*I've had really good luck with this is the past (playing Tutu)

I really like this type mod. Anything that improves the game from vanilla which just isn't fleshed out enough for me. While a 2nd Edition guy, I appreciate the work that occurred in later editions to add meat to the relationship between deities and their clerics/paladin's and/or fiends and theirs.

I'd like feedback on these. I can't quite figure out their relationship. Any help is appreciated. I'm starting over for the 10th time (lol) and I'd like to get it right this time and play the game a little.

Thanks, CT

TeamBG Community Updates

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This topic will keep you updated on our mods and other news. The mod updates in this topic are for the non-BG:EE mods so there will be no confusion. Any BG:EE mods released by TeamBG will have its own topic. TeamBGCoM is a combination of the oldest Infinity Engine modding communities, TeamBG and the Chosen of Mystra.

Visit TeamBG for all of your modding needs. Mods for BG, BG2, IWD, IWD2, BG:EE, BG2EE. We have a large source of tutorials on how to mod and modding tools!

We also host mods! Bring your BG, BG2, IWD, IWD2, BG:EE, BG2EE mods to us. Free area on the message board and space to download your mod.

Mods listed below that are for or work with BG2:EE:

Tweaks
Drizzt & Friends Rework: http://www.baldursgatemods.com/forums/index.php?topic=8093.0
Item & Store mods
TeamBG's BG2:EE Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=8092.0
TeamBG's BG2:EE Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=8091.0
Expansion mods
Encounters: http://www.baldursgatemods.com/forums/index.php?board=22.0
Freedom's Reign/Reign of Virtue: http://www.baldursgatemods.com/forums/index.php?board=105.0
The Undying 2.50: http://www.baldursgatemods.com/forums/index.php?board=36.0
NPC mods
Alora: http://www.baldursgatemods.com/forums/index.php?board=13.0
Kindrek: http://www.baldursgatemods.com/forums/index.php?board=15.0
Petsy: http://www.baldursgatemods.com/forums/index.php?board=129.0
Saerileth: http://www.baldursgatemods.com/forums/index.php?board=16.0
Tsujatha Melalor: http://www.baldursgatemods.com/forums/index.php?board=17.0
Vampire Tales: http://www.baldursgatemods.com/forums/index.php?board=92.0
Yasraena: http://www.baldursgatemods.com/forums/index.php?board=18.0
Yoshimo Romance: http://www.baldursgatemods.com/forums/index.php?board=99.0

Mods listed below that are for or work with BG:EE:

Deidre and Joluv in BG:EE: http://www.baldursgatemods.com/forums/index.php?topic=7815.0
Drizzt Rework: http://www.baldursgatemods.com/forums/index.php?topic=7809.0
Level 40 Rule Set/High Level Abilities: http://www.baldursgatemods.com/forums/index.php?topic=7796.0
TeamBG's Armor Pack: http://www.baldursgatemods.com/forums/index.php?topic=7806.0
TeamBG's Weapon Pack: http://www.baldursgatemods.com/forums/index.php?topic=7868.0
Dark Horizons http://www.baldursgatemods.com/forums/index.php?board=101.0
Dark Side of the Sword Coast [Open BETA] http://www.baldursgatemods.com/forums/index.php?board=146.0

Mods listed below that are being worked on to be compatible with BG:EE:

Mods listed below that are being worked on to be compatible with BG2:EE:
The Undying Version 3.0: http://www.baldursgatemods.com/forums/index.php?board=36.0

Our mod list: http://www.baldursgatemods.com/forums/index.php?topic=117.0
TeamBG http://www.teambg.net/ "Still Building Worlds"
TeamBG & Mod News http://www.teambg.org/ Get the latest news on mod releases

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

Remember, we will be happy to host mods or custom files for the BG and IWD games.

BG1EE, BGSOD, and BG2EE voice packs renamed for use in the other games

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I really wanted to use to the SOD voices in BG2, so I decided to make a voice pack to do just that. I figured why not do the same with all three games, so I did that too.

Voice Pack Download: https://drive.google.com/open?id=1IYGCaUL8HhmlcS0uiAKYp8FO79DkSyUZ

These are the voice packs for BG1EE, BGSOD, and BG2EE renamed and ready for use in the other games. To use them, extract the contents directly into the voice pack folder for the game you wish to use them in. This folder is located in your beamdog games directory at:

BG1EE: *\00766\lang\en_US\sounds
BGSOD: *\00806\lang\en_US\sounds
BG2EE: *\00783\lang\en_US\sounds

Please let me know if there are any problems. This is just a simple rename of the files to prevent overwriting while allowing the voices to be used across all three games.

I used Bulk Rename Utility to do this quickly. http://www.bulkrenameutility.co.uk/Main_Intro.php

Ascension for BG2:EE

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For those wondering how to get David Gaider's popular Ascension mod to work with the Enhanced Edition (EE) of Baldur's Gate II:

Manual installation

Don't use the old EXE from the mod's official homepage.
Instead, download and install the EE port of the mod released by the BiG World Project:

    DIRECT DOWNLOAD LINK (Alternatively, get it from the Github download page.)

Extract it, move the contents of the BiGWorldProject-Ascension-* wrapper folder into your BG2:EE game folder, and install it like any other WeiuDU mod.

Installation with the BiG World Setup

The Big World Setup (BWS) tool already uses this version of Ascension, so if you let BWS install your mods you're all set.

Credits

The EE port was created by @WhiteAgnus and @JediMindTrix, and then picked up by the BiG World Project where it received additional EE compatibility fixes by @ALIEN, @Quitch, @agb1, and @badungu.
For more info on the porting history and older versions, see the discussion starting here.

(I myself wasn't involved in the making of the mod or the EE port – this is just an unofficial thread to inform other fans, because the BWP authors haven't created an official thread for it in this forum.)

How do I kill "you must gather your party before venturing forth" sound?

The Undying Mod BG2:EE Compatible

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This mod is an NPC/Quest/Store mod. There are two NPCs who will join your party, Callisto and Ninafer.
Callisto is a Chaotic Evil Berserker elf who is looking for action because she is bored with Amn. She has quests that you can take that are not timer dependent.
Ninafer is a Lawful Neutral Fighter/Mage elf who is looking for action as well. She has spent most of her life sheltered in an elven city and she is looking to know more about the world outside her city.
The NPCs will banter with your character and the other joinable NPCs in the party as well as interact with others in the world.
There are a couple of minor quests to under take.
There are a couple of new stores with new items.
A new inn, the Dwarven Hammer can be found in the Slums.
Optional installs include smarter creature scripts and Harder enemies who have been beefed up.

Forums: http://www.baldursgatemods.com/forums/index.php?board=36.0
Download: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=8

[Help] SCS on BGEE 2.0+

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Been a while since I've played and updated BGEE and apparently I can't get SCS to work with the latest version.
I've heard you need this bigworld fixpack thing to get them to work but eh... I don't think I know what to do.
Below are the errors I got when installing through bigworld and standalone scs.

Return To Menzoberranzan - 1994 SSI game Reboot on IWDEE engine

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image



TEASER TRAILER


image


Some info:


I am opening this thread just as teaser for my new project, and it's open for discussion

As you know I'm currently working on Frostwood GUI for IWDEE and Wood GUI For BG:EE, so this project is on wait until they are done !

I have learned a lot from Infinity engine so far, and I'm preparing a special treat for you!
After I am done with those GUI modification (I hope it will be done by the end of the year) , i have prepared a new project, (older AD&D gamers will love what i am preparing)

Project will include new ui, new setting, new areas, new updated assets, new graphics, and ofc new/old story ;)
I have done some assets, scripting & 2D/3D graphic so far for this project :) as a proof of concept test...

Now back to frostwood creation... :) , see you later after I'm done with Frostwood project


Update:

So.... what is in plan for this project so far??

Story - Done, but it need to be tweaked
NPC/PC Portraits - They have to be redrawn to HD from 1990's Pixel art
Buildings - 50+ unique HD buildings rendered from 3D to isometric 2D (exterior & detailed interior)
Terrain(landmass) - New unique 3D terrain rendered to isometric 2D
Trees & Flora - New HD trees,flora & mushrooms rendered from 3D to isometric 2D
GUI - New GUI interface, with new GUI sounds
New HD FX - Only for bad ones from Vanilla engine like fire, etc...
New Areas - Yes ~20 main areas (not counting sub areas & buildings)
New HD WorldMap - Yes

New Audio Dialogs - Perhaps, but not possible yet at this project stage, unlikely....
New Music - Perhaps (need to be redone from original midi samples)
New Movies - Yes

New Items - Yes (if needed)
New Spells - Yes (if needed)
New Weapons - Yes (if needed)
New Classes - No
New Playable Races - Yes
New Enemies - Yes

Minsc & Boo?? - No :(((((( QQ
Hours of awesome roleplaying - Yes :)

So far i have done some 2D & 3D concept art for Areas, Buildings, Gui, Terrain Landmass, Trees & Flora, Spell & FX animations,as a test, and i think i can handle all the 2D/3D graphics for this project.
(I will need help with NPC portraits redesign)


Expect first alpha gameplay trailer in a few months
For now this project is on Hold,and only concepts are being made....
I have 2 more small projects to finish before i can start this project!!
Please be patient this is not a small project

Yes i know this is pretty ambitious project, but i have free time to do it....

Thanks


Keep calm and roll a d20 ;)

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